#feedback

1 messages · Page 1 of 1 (latest)

autumn vector
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title: About the initial connection of different gameplay
feedback: [The connection/interaction of different systems are poor.

Nemesis provide chance to polish 0lp unique.

Rift beasts provide primordial unique and rune of revolution.

Possessed enemies provide embers for woven echos.

Exile mages provide experimental affixes.

Champions... Provide negative mood.

Dungeons provide exclusive boss drops and unique slam.

Monoliths provide the base of farming gears by prophecies.

They're work well separately but hard to say they work well when they're connected together because they're poor connected.

The weaver tree is a nice try to let different systems are connected together better but more things EHG can do.

It's why I agree with Rhykker's opinions for le. https://youtu.be/ltrGE0dej3o?si=DzDIlo1su6pJN3SM

I play a bit prophecies, then I maybe meet a rift so I push my progress on materials and select a new evolution, then I meet a rune warden ambushed me so I go to kill that and check out which tier of experimental affixes I get, then I complete this echo and time to kill timeline boss again to see do I have luck on blessing, then maybe I need to think do I enter bloodline glade to begin a new chain combat or deal with Orobyss, maybe I will go to adjust my gears because my damage or my defense is quite poor...

It's a classic ADHD style and I don't remember what I did exactly in game today at last 😂

I'm quite busy, but I don't know what am I busy at.

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title: About panel of controller need a way to work
feedback: The wheel panel have a issue which as annoying as player can move when any panels are opening by a controller is many features needs to press 3 parts together to access because I often fail to select. Select + right stick is work well but if plus with r2, the difficulty on keeping the submenu opening is 2x.

I'm confused why we don't make a integrated panel for controller like poe 2, let faction/skill tree/passive tree/map/loot filter on the same place to get necessary info.
Key features on the submenu summoned by touchpad can be customed, it don't test the sensitivity of sticks or buttons on controller at all so 0% fail chance will be left.

autumn vector
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title: About why I'm unhappy with the woven faction/champions/possessed enemies
feedback: The silk tongue from possessed enemies is a classic killer when corruption is 320+, as similar as the volcanic orb from pyromancer. Champions have the same issue, which is quite unfriendly for health-based builds because stack 3000+ health is very low chance for non-sentinel characters.

Firstborn in Cenotaph of Worlds because it's a boss combat which need to deal with 2 boss actually, ground skills from them are too dense so they're overwhelming to escape.

Regular strategies like false temple + lostwood folly (the latest one is gold blessing can buff bones) because they'll cause the experience just repeat a single action to get something. "I don't repeat the same echoes 5-20 times in a row, then spend 10 min buying echoes + putting in the Web."

It describe why I dislike repeating the same echo in a good way. Repeat is acceptable, but don't repeat a part only.

Repeat a whole chain instead.
A part -> I just repeat something no sense
A chain -> I'm assemble something helpful for my goals

The reward from champions is too poor because they usually drop 1 exalt item with sealed affix only and chance to get t7 is low. The more important thing is these exclusive drops make less sense on my builds.I will never find "3 minions will follow you when you use a travel skill" on an exalted amulet with t7 throw damage, the combo of affixes are rng and we can't craft.

95% woven echoes are no value to play replay because

  1. Special rewards from them are useless for current build
  2. They just provide an unique experience, no fresh feeling when I replay them

Woven echoes I found which value are
Rune prison complex/ The grand brewery/ Farsight turtle/ Collapsing horizon/ Cemetery of the weaving.

Their commons are they can boost up progress of something.

potent hill
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title: [Bugfix priority for new season uniques]
feedback: [Im a little sad that bugfixes for the new season uniques are on such a low priority. Fangs of the berserker is still bugged to this day. I wish you would prioritize bugfixes for new uniques a little higher. Its very frustrating to start a build in a new season with a new unique and find out its not only bugged, but that it just stays bugged for the rest of the season.]

autumn vector
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Title: About marksman needs to be more powerful
feedback: Right now marksman doesn't seem to be strong enough to be played solo through the game as I experience repeated deaths while attempting to increase corruptions because the defense of marksman is dodge rating + crit avoidance + capped resistance + silver shroud. Dodge rating relates to dexterity so I will stack as more dexterity as possible. Crit avoidance and capped resistance are something basic which gained from my gears. The only way to get silver shroud is passive tree. Armour my marksman available is less than 2000 through armour mitigation up to 36%. The max corruption I reach so far is 349c because the champions is a big challenge.

I wish burning dagger marksman can stay safe in 300-500c.
The link of my build, for reference: https://www.lastepochtools.com/planner/QWkDvp9Q

burnt herald
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Title: birds aren't real unintuitive
Feedback: can this skill either be moved out of the surrounding set that it breaks, or at least have a note that it will break surrounding skills.
As is it is unintuitive, silently breaks the surrounding skills and we only have patch notes.

autumn vector
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title: About imprint system is too hard to understand how it work
feedback: It showed in three points.

  1. Where to drop. Champions, lost caches and echo rewards Not right, I don't know what the name is. I mean this one #💬┃general message. How to recognize this exalted item is generated randomly or come from imprint system? Imprinted items as a special item type, zero UI visual effects for that.

  2. What it form. **Similar items. ** sorry it's too blurry. Please explain what similar items by details, "the same rarity, sub type and affixes as imprinted item" mean nothing. Why imprint 0 fp items can get low fp items only? What low fp items mean for different item types? Follow this logic, what is medium fp/high fp? Can I get more fp than imprinted item's one by imprinting that?

  3. How to get. Do item rarity scale with imprint items? What influence will item rarity bring if it's scaled? Do the final fp influence by item rarity?

Plus: I'm not sure what item rarity mean. #❔┃ask-the-community message It's my question and I can't get an answer by checking out in-game guide.

stable trellis
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Title: Capping Thorn Totems Idols and its impact On Upheaval Shatter Totem

Feedback: Shatter Totem subskill from Upheaval was a fun nice interaction that was usable only because of the idols giving a lot of totems. Capping thoses idols to 3 times per 5 sec makes any attempts to use Shatter Totem completely usable. You can never get enough totems. I made a build around that in S2 and was doing fine farming at 500 Corruption. I played my character in S3 and my dmg output is now unreliable and smaller that what it used to be.

Suggestion: Upheaval Shatter Totem could use a number change, but with how unpredictable Totems Spawning from the idols has become it would still feels bad to play.

median igloo
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Title: the quality of the vast majority of endgame exalted item bases is severely lacking
Feedback: There’s been a lot of discussion in the past about how competitive uniques are with exalted items, and I think a big part of why exalts aren’t more competitive in endgame builds is due to the fact that exalted base types often either have very weak implicits, or have powerful implicits that also exist on uniques. Leonine Greathelm, for example, is by far the most utilized endgame helmet on sentinel builds due to it having an extremely high armor value and powerful implicit. Eternal Gauntlets and Champion Regalia are also generally fairly competitive endgame options. But the vast majority of endgame exalted bases just aren’t powerful enough. Every class except sentinel could use a power bump to their implicits, as well as many of the non-class restricted endgame bases.

jagged mountain
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Title: Abomination Destruction Engine Bug
Feedback: Abomination with the Destruction Engine node specialized will sometimes sacrifice itself, this happens whether or not sacrifice chains and really makes builds around this node unplayable. pls fix EHG pls

velvet rivet
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Title: There's way too much friction when interacting with CoF
Feedback: CoF is so painful to interact with. It's gotten to the point where I'm not using my favor because of it. This system does not respect my time, and I'm actively choosing to get less value out of my item faction because of how painful it is to interact with. The novelty of it all was cool when it first came out, but that novelty has long since worn off, and now it's just a chore. I tried multiple times to make detailed explanations of each of my various issues with CoF, but it kept devolving into semi-rants, so here are some shorter bullet points of my gripes. Happy to give more detail.

  • Rerolling for what I want takes forever. Honestly, I shouldn't have to reroll at all. Staring at the same menu for 5+ minutes every time I need to spend favor is neither interesting nor engaging.
  • Using lenses is a process that is way too involved. There's no reason for these to be an item that I keep manually buying and slotting in and out.
  • The lens options are merely the illusion of choice. I'm essentially forced to choose the "no non-monolith", "no monolith", and drop rate lenses to limit the amount of time I have to spend at the Observatory.
  • There are too many garbage prophecies. The generic "armor piece", "jewelry", etc. prophecies are just noise because I'm almost always targeting something specific. The "guaranteed 1LP" prophecies are a terrible value. High enough CoF rank essentially invalidates them.
  • I need to hover over the prophecies to see what they are which just adds more time to the entire process.
  • There are still no Rune of Havoc or Redemption prophecies!!!
  • The entire system is entirely inorganic. It feels so adjacent to the rest of the game, and I'm forced out of the gameplay that I want to be doing (killing monsters and collecting loot) in order to use my faction. This is notably different from MG because getting a prophecy does not mean I get the item I'm looking for.
strong loom
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Title: Make the bot that deletes your feedback or suggestion message if it has incorrect formatting DM you what you wrote
Feedback: I just wrote the same message three times while putting "Suggestion:" instead of "Feedback:" which is very frustrating. If I could at least have a copy of what I wrote, I would be able to just modify the same message to the correct syntax and post that. Usually I write stuff like this in a private discord server for editing anyway which I guess might be a recommended best practice atm, but it shouldn't be required that people who don't already do like that get themselves a private noteboard-discord server.

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Title: Give Swipe extra nodes that give extra charges behind the node that gives it a (very short) CD
Feedback: Swipe having the option for a more powerful version with a CD is very cool. But it seems like you would almost always lose a significant amount of efficiency due to human reaction time, being stuck in other animations, potentially due to lag, etc. This would probably just feel increasingly bad with CDR, even though it's an amazing stat for a skill like this, up until the point where the CD is shorter than the use time, at which point the cooldown just became invalidated instead which isn't good either. Just a single extra charge would almost for sure remove 90% of the percieved inefficiency and make it feel better without giving it significantly more power. The same can probably apply for other skills with cooldowns as low as around 2 seconds. (Edit: PS. The charges on bears earthquake seem really sweet and enable scaling both your own and the bears CDR without necessarily losing efficiency of the stat. That kind of design is really nice imo 👍 Keep it coming!)

strong loom
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Title: Weavers idol reforging would be more useful if it just rerolled stats
Feedback: It feels a lot more likely one would sit with an idol that has perfect mods but terrible rolls and find it useful to reroll that idol in the mod ranges, than spending a quite high amount of amber to get a single idol. Maybe idol rerolling can be worth it on the right base for MG? But for CoF it seems very weird to ever use it at least.

autumn vector
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title: About runemaster could be improved by more invocation patterns available for crafting builds
feedback:
I want new unique items to make this invocation work, Gon Rah Gon-Rune Gale because none of current unique items can make it work. Heo Rah Heo & Gon Rah Gon are invocation patterns recommended by le pro players only. #❔┃ask-the-community message Unfortunately Reowyn's fortress is the only choice if I want more flat spell damage, it's go back to my feedback for that weapon then--- It's too tricky to stack dexterity and intelligence together to let dodge rating be the lowest to stack flat spell damage. Runemaster isn't lich.
The shattered cycle is a bad weapon because directly cast a rune, then directly cast two runes, then directly cast three runes are too troublesome. The boss have enough time to kill me before I done these steps. The only action I can do in the limited time is press random skill hotkeys (Thanks for the help of immutable order).

teal sphinx
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title: Supporter packs should not be weapon be specific in contents
Feedback: title: Supporter packs should not be weapon be specific in contents, that's what stopped me from getting a few last season

earnest halo
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Title: Uncouple MTX Supporter Packs to make more money
Feedback: Read the statement today and honestly not surprised you all arent making enough on MTX, mainly because of the structure. EA had separate packs, but they were all different prices for the same amount/classification of items. Then from S1 onwards if you wanted something in the later packs, you were forced to pay a higher price that included all the previous packs, even if you don't want them. For example, my husband loves the red and black set from this season (Primal Vanquisher), but won't be getting it because its a more expensive price tag ($52 CAD) with the previous 2 tiers that he doesn't want and wouldn't use at all. Why not make them separate for a cheaper price or able to be bought in a bundle if people want all of them (even if the bundle adds up to the same price as buying them all separately)? I feel you all are losing a lot of money from forcing players to pay for all or nothing for what they want, when players may be more open to spending a little just to get the MTX that they want and nothing more.

ebon nacelle
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Title: Trying out new skills feels too limiting
Feedback: Leveling a new skill feels too slow early, but too fast later on. Respeccing nodes without getting the points back feels bad. I'd like to instead spend gold to turn skill nodes into unallocated points.

tropic laurel
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Title: Character customization too lacking
Feedback: I don't want to play as Tywin Lannister, a baldie, or a female.. and i dont like Shaman. I played Sentinel a lot when he was Danny Welbeck but now he lost his hair i cant play Sentinel anymore. Tywin old man looks like he got rheumatic how do he even fight. Need at least some basic character customization.

lucid nova
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Title: More options for spontaneous woven echoes, increase density of useful/interesting echoes

Feedback: I often skip the device to add woven echoes because it's a very manual process. Meanwhile, I absolutely adore the weaver tree function to make certain woven echoes randomly appear. It's always exciting when that happens and I almost always route to it immediately. Additionally, because so many woven echoes are not very useful beyond the weaver point, I only end up caring about a handful of them. Ultimately, I end up in a gameplay loop of waiting until I have a bunch of desirable echoes and then adding them all at once.

I suspect the latter issue will resolve itself as more season mechanic-related echoes are added. For the former, though, I'd appreciate more ways to spontaneously add woven echoes to my monos--whether those echoes are chosen (as they are now through the weaver tree) or random (currently does not exist, to my knowledge). As the density of useful/interesting echoes improves, random woven echoes appearing spontaneously becomes increasingly desirable.

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Title: Achieving desirable mods on idols, especially in CoF, is very random
Feedback: Mod pools are huge on idols, especially weaver idols, and CoF has very little control over idol drops beyond the type of idol dropping and increasing drop rates. For weaver idols, you basically just run every tomb/cemetery you find and pray. With no way to target specific mods (or kinds of mods) and no way to craft idols, CoF players are at the mercy of RNG whether they get a solid idol setup in endgame.

trim ledge
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Title: The slot machine is out of hand.

Feedback:
Being rewarded for work makes us happy.
In PoE2, once you have farmed your ingredients (base, Omens, Essences) and have come up with a recipe, you're rewarded by being able to follow a recipe to guarantee your desired item deterministically. Tiered Orbs, Essences & Omens let you guarantee affixes of specific levels / tiers, tags, types, making it fully deterministic.
The grind is the work, the latter is the reward: the happy step.

Last Epoch has no happy step. You're punished at every step.

Grind away & reroll for weeks getting the Exalt with decent affixes at decent tiers & the Unique with decent modifiers and decent LP, and the Eternity Cache - which should be the reward for a grind well done - will punish you by bricking. Restart from 0.
Item crafting? Have fun losing 15 FP step 1 and restarting from 0.
Blessings? Slot machine.
Idols? Slot machine, you'll be reforging for weeks.
Nemesis? Turns your 0 LP Unique to a bad Legendary basically every time.
Turtle? Turns your 1 LP Unique to 0 LP pretty much all of the time.
Beating the lottery level odds and slamming at Eternity Cache, looking forward to the reward for your hard work? RIP your item, restart from 0.

The core gameplay loop of finding the materials to upgrade our gear is already weeks of playtime, and not in need of further artificial padding that diminishes all the work we have done and has us do it again for the sake of it. It adds nothing but frustration, and leads to "Why even bother at this point?"

Work (grind) needs a reward. In LE, our work is further punished, even at the steps that are supposedly our reward. If the reward further punishes you, it fails its purpose.
~~Crafting ~~ Gambling in LE is the most soul sucking experience I've had in gaming in a while.

And if the farm & gearing (aka the core gameplay loop of an ARPG) was rewarding and fun, there wouldn't be this many people RMTing and buying their gear from MG to skip the process.

trim ledge
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Title: 2 and 3 LP are worthless
Feedback: This is a sort-of continuation of my previous feedback. Your best bet is to slam Legendaries with 1 and then with 4 LP, because that's where you get the "happy step" of being rewarded and guaranteeing the affixes on your Legendary.
This puts 2 and 3 LP Uniques in a very awkward position, and makes it difficult to justify having to most likely repeat all the weeks long work of obtaining the Exalt + Unique instead of just getting a 4 LP. For the 3 LP, you'd most likely want a BiS Exalt anyway, but if you have the BiS Exalt, why use it for 3 LP instead of 4 LP?

spiral garnet
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Title: Characters and MTX

Feedback:
This is feedback on the looks of the game and from my community who all play your competitors. Just our take on why we do not buy mtx. We spend money, lots of it on other guys such as POE/POE 2, Torch Light Infinite Marvel Rivals and League of Legends, and a bunch of them even D4. We all buy a ton of skins and no one wanted to buy a single thing from the shop besides two things. The other huge issue is the characters are not attractive for regular players, this game caters hard to that old school arpg Grim Dawn crew with its aesthetics and mtx but you are trying to compete with POE, TLI and D4 who all have good looking characters and visually appealing mtx. This includes NPCS who are forgetable, I never see a NPC and think oh wow they look cool.

I am so tired of playing an Acolyte and wearing giant Lord of Bones armour sets, I have no options to make myself an actual necromancer or lich witch. Same with rogue I have the option to be a void knight in armour, not a slick assassin who is cool dashing around with slick leather gear and stuff. The cherry blossom mtx and the sloth backpack were the only ones bought by my group pretty much and a few of them are huge mtx whales.

We just need more options, so much of the armour sets are bulky, I went to make a new toon last night and I am going full bladedancer and went through all my paid mtx and the shop and could not find a single piece of gear to fit the vibe. If I jump on POE or TLI I have so many options to see my character and make them look cool, cool does not always mean huge bulky shoulder and helmets.

Sentinel and Primliast are perfect the way they are a good looking knight and bearded wild man, Rogue is fine she is just a copy and paste from poe ranger kind of, Acolyte almost there she has amazing voice lines but something off with her character model, mage is the big let down for my group. We had two people reroll off the class because they were tired of playing a grumpy middle aged man. You might think this stuff does not matter because we just grinding mobs and loot but it does to some players and your main competitors including poe 1 all have cooler main characters who just happen to be good looking, old man templar works in poe 1 but we have shadow, witch, duelist, marauder, and ranger who at base level are visually appealing and you feel cool building out your character and how they look and feel. Just some feedback, I like this game and want it to be part ouf our arpg circuit and we want to spend money on this game, give us the options to.

daring coral
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Title: Revive Minions on Death in Monos
Feedback: For this I'm speaking purely as a Necromancer because they can have so many different minions. After death, in monos, I'd love it when you revive back at your hub, if your minions revive with you. Some 'zoomancer' builds can have quite a few minions. And when you have mages with a cooldown, it can be quite time consuming summoning them all over again.

trim ledge
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Title: UI should be drag-and-drop-able
Feedback: The UI from Gauntlet of Strife, Turtle, etc cover your stash tabs and you can not move it. You should be able to drag-and-drop it away.

left sun
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Title: MTX immersion over fortnite and mobile quality. Take inspiration from D&D not fortnite
Feedback: Hire someone from MTX who has a college degree and understands body proportions, because most MTXs are just mutations, without correct body/skull proportions. Same about weapons.. large weapon can have good proportion. Those here doesn't have any quality asset in them

The metal armor bends like plastic and lacks immersion. They look like something from Fortnite made by hobbyist who starting model 3D things

I want to look like a barbarian, not a Fortnite character, like a mage, not some childish skin from a mobile game with a thousand ornaments.
minimalizm and aesthetic over looking like gothical architecture.
allow us to turn-off glowing stuff from skins.. like bone weapons, it looks so low in quality.

Take inspiration from the aesthetics of Dungeons and Dragons, not Fortnite and mobile games.
Really i cant spent even dollar.. bought just class inspired back attachments that's all what shop offers.

Trust me - add one inspired by more classical fantasy, like DnD, lord of the rings or magic the gathering universe skin. There's no single: over-designed ( recognized by people character/armour set. Base character models are also kinda..bad.. im not even training that much and have better shaped/muscled body than primalist, which kinda bases his "survivability" on his muscles as it's "primalist". More of skinny not-well feeded guy from a cave.

it's sad but it's skins that decide if you are profitable or not.. even assassin creed: valhalla get as well much money from one skin as entire game license purchases
https://i.etsystatic.com/49711167/r/il/1f1064/5923878891/il_570xN.5923878891_koot.jpg

trim ledge
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Title: I can't read my Ward in snow areas.
Feedback: I can't read my Ward in snow areas. This is potentially fatal. Please add some shadow to it, and/or fix the eye-burning white in these areas.

trim ledge
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Title: Performance issues in certain areas
Feedback: I have noticed that specifically in the Rampant Coast echo and in tombs, I have massive freezes. Additionally, major lag and stuttering in the Temple in the Sky.

trim ledge
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Title: Stash Tab Priority does not work with Idols
Feedback: Idols seem to go into whatever tab you have open regardless of tab priority. Other item types work fine.

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Title: Rename "Shared [element] Damage" to "Increased [element] Damage, Increased [element] Minion Damage"
Feedback: I was trying to filter for Idols with the "Shared Lightning Damage, Shared Minion Lightning Damage" suffix. It didn't seem to exist as a filter, so I wrote a bug report. I then looked for "of Storms", and found that it is named "Shared Lightning Damage".
This is very unintuitive, because how would someone know that it is named "Shared Damage" or "of Storms" when looking for affixes to increase their Lightning Damage on their Idols.

autumn vector
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title: About alt characters become overpowered too easily
feedback:

KingofApples:
I've observed the opposite has happened since introducing this mechanic; Players slam their 1lp unique so early that even a lackluster 1lp unique is better than most exalted items. Since I started playing in 0.8 there's never been a time where you are introduced to so much power so quickly when going through normal monos and early empowered. It's like you can bypass the entire stages of using rare items and tier 6 exalts, and during 1.1 and previous patches this didnt seem to exist. Evo's End adds more fuel to the fire this season. It's cool you guys took a risk trying to solve some end-game minmaxing frustrations but I hope this system does get reevaluated soon, it's making a larger chunk of the natural progression skippable and is a big reason I keep seeing these comments online "endgame is easy so I stopped playing" to find out they quit playing at 210 corruption.
Maybe campaign's and normal timeline's difficulty can scale with gears players are using to reduce the length of boring experience. 🤔 Cursed Veteran's boots is a good concept, maybe it worth to be expanded more.

main dirge
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Title: Primordial bones-mats drop ratio is unfair
Feedback: Bones should have higher drop amount rate. We are offered to swap mats and/or buy bag of mats, but it costs bones, buying an item - costs bones. We are limited by bones alone without any mechanic to resupply them except killing beasts. Beasts we have to tediously comb every map for because we don't get map pointer for some reason.
Alternatively (or both), we should be able to buy bones for mats, e.g.: 5000 bones for 1 crystalized heart and 1 of each mats.
Mind you I pick bones evolution every time it's available and I believe bag of mats is the most useless item in the game.

wet hemlock
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Title: Instant NPC Dialogue Text Option Request
Feedback: The current scrolling text for NPC dialogue is too slow for fast readers. Clicking to speed it up often skips choices unintentionally. Adding an instant text option or allowing one click to finish the animation, then another to proceed, would greatly improve the user experience. This feature is common in ARPGs like Last Epoch and Path of Exile, and would help players follow the story more comfortably.

strong loom
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Title: Riftbeast rewards and Skarvens bags
Feedback: I really like riftbeasts, but it would be nice if they had somewhat retuned rewards.

It would be nice if primordial uniques required less bones as the ratio of bones to riftbeast parts feels a bit out of whack.

Currently, if you want a LP2 primordial unique, that's probably all your bones for a significant amount of time unless it's one of the low LPL ones (but then I could imagine some players potentially eyeing LP3), which feels quite one dimensional imo. It would be nice if some bags could still be worth, even when you need a unique.

Riftbeast reality tears having a minimap icon like echo objectives and tombs would be great, so I second that suggestion written by someone else.

autumn vector
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title: About what interesting things I get from reading comments for *Last Epoch Retention Issue: why did you quit the game?*https://www.reddit.com/r/LastEpoch/comments/1o1s6li/last_epoch_retention_issue_why_did_you_quit_the/
feedback:
From a reddit user, Dj-riff:

The game lacks challenge for me. I basically feel like I can melt everything. I know it gets much harder at high corruption, but it feels like an absolute slog to get there. Maybe I’m playing wrong, but I usually get bored and stop when I hit a progression wall. For example, I have to do all of the Harbingers to fight Abberoth — okay, neat. So I do them, then have to raise my corruption. I go do that, but end up needing to run 15+ Monoliths just to get Shade to spawn. Rinse and repeat. It just feels like a grind with no meaningful progress along the way. I already melt everything, so what’s the point?

I think the foundation of the game is great and there’s a ton of potential, but they’ll need to add a lot more to the endgame to keep me interested.

#

title: About what interesting things I get from reading comments for Last Epoch Retention Issue: why did you quit the game?https://www.reddit.com/r/LastEpoch/comments/1o1s6li/last_epoch_retention_issue_why_did_you_quit_the/
feedback:
From a reddit user, noother10:

Last Epoch needs more content, but it also needs content that feels different and is maybe completely separate from monoliths. If I get tired of running monos I should have something different to do that doesn't feel like monos. If they can't add something like that, we just end up playing other games when we get bored of monos and eventually just stop playing.

For some reason also, I don't feel as good with progression as I did when I played PoE. I liked the whole aspect of getting maps completed with the required rarity/corruptions, finding them or the unique ones, slowly building out the Atlas to customize my content. I don't get that feeling from Last Epoch though. I like when I finally get the blessing I want from a mono region, but half the regions are just drop increases which feel pointless. Even when we get a blessing it'll often be a poor version of it so require grinding. It's even worse when you run it a load and still never get the right blessing. It just feels frustrating rather than rewarding.

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title: About what interesting things I get from reading comments for Last Epoch Retention Issue: why did you quit the game?https://www.reddit.com/r/LastEpoch/comments/1o1s6li/last_epoch_retention_issue_why_did_you_quit_the/
feedback:
From a reddit user, Glass_Alternative143:

In complete opposition to what I originally stated, you actually are forced to hyper optimize if you want to clear all the content. back before S1, I was perfectly fine being stuck running content at slightly above 100 corruption with my self made build. I didn't feel like i was missing out of anything. but after s1 released, they introduced abby. on the way to abby you needed to be able to handle 300c.

Challenging higher corruption levels suddenly became a requirement instead of feeling like an option. abby had some sweet drops locked behind him too. on top of that when s2 dropped, they introduced uber abby.

I hate the feeling of missing out. if i m being honest, if I wanted to kill uber abby, all I need to do is follow a build guide. there's tons of sentinel builds that TRIVIALIZE uber abby.

But that not why i loved the game in the first place. i loved the idea of organically making my own build. if my build sucked. i still could clear all content. but with the introduction of stuff like uber abby and with the devs not properly balancing the game (sentinels are still stupid strong), i feel that the game has turned into another POE.

If I wanted to play POE i'd play POE and LE is nowhere close to POE. I love LE for what LE was. but LE no longer is what it was. and i am no longer playing LE as a result.

#

title: About what interesting things I get from reading comments for Last Epoch Retention Issue: why did you quit the game?https://www.reddit.com/r/LastEpoch/comments/1o1s6li/last_epoch_retention_issue_why_did_you_quit_the/
feedback:
From a reddit user, yemen241:

I got bored because there's no new builds for mages specially sorcs. It's the same old lightning blast, frostclaw. No new builds whatsoever, if my main class have nothing new to do there's no point playing a season. Some players just play 1 role so that's just it.

Every class should have new builds to play at end game every season. I hated when they nerfed meteor - static orb last time that now it is non-existent and now mages are stuck with only lightning blast for endgame.

#

title: About what interesting things I get from reading comments for Last Epoch Retention Issue: why did you quit the game?https://www.reddit.com/r/LastEpoch/comments/1o1s6li/last_epoch_retention_issue_why_did_you_quit_the/
feedback:
From a reddit user, Phate4219:

I have a lot of fun with the initial process of taking a character from level 1 up to around 300-400 corruption, but once you've reached that point and your build is optimized enough that you've got LP1-2 legendaries or T20+ exalts with all the proper stats in every slot, the grind starts to really stretch out.

So once I reach that point with a character, I'll either start a new character if I find another build that looks interesting and fun to play, or if there's not any other builds that tickle my fancy, I'll move onto other games until my interest swings back around.

I don't think any of this is a failure of LE's design though. ARPGs just tend to be cyclical, most people don't play them every day religiously for years like MMOs, you play them in bursts of a few weeks or months, and then take a break and play something else for a while.

I do think a "season journey" type feature similar to what D3 or PoE has would get me to play at least a bit longer, though. Having some concrete goals with small cosmetic rewards would give me something to actually still work on doing once I reached that point where improving my build is deep into diminishing returns territory.

jagged mountain
#

Title: Missed opportunities for T8 class specific affixes.
Feedback: Class affixes like Chance to gain a Storm Stack when you use Gathering Storm and hit an enemy, Spell Damage with Tempest Strike, Added Javelin Lightning Throwing Damage, Increased Abyssal Decay Duration, Chance to cast Marrow Shards when you cast Transplant, Increased Projectile Speed With Marrow Shards And Bone Nova, and Increased Spell Damage per Skeletal Mage which are incredibly niche/weak could have been made interesting by being incredibly strong at T8.

If chance to gain a storm stack if you bonk someone with gathering storm could get you like 3 or 4 storm stacks per use then maybe it wouldn't be by far the worst way to use storm bolts in the game.

Spell Damage with Tempest Strike is up to 200 flat, which is huge for most skills but it could literally be 1000 flat and you wouldn't see Tempest Strike doing well.

Abyssal Decay Duration in enormous quantities could make Impair The Weak or some other Abyssal Decay focused build real and you wouldn't come close to breaking the game.

Marrow Shards on Transplant is a single cast of a spammable skill tied to a traversal cooldown, for that to be worth using a primordial exalt it probably needs to cast Marrow Shards like 10 times or something.
How much proj speed makes a T8 MShards affix desirable? IDK, just keeping adding more until someone looks at it and wants to find out.

Spell Damage per Skeletal Mage would have to be a lot higher to justify going Necro and investing enough to keep them alive to get a big chunk of increased spell damage.

Sinathia set shield could have done something like 120% chance to revive so you get 1 guaranteed and then if you're under your cap there's a 20% chance for a second, that would be interesting at least if not actually good.

This isn't even touching on how much harder it is to get a good T8 exalted item than it is to slam the best T7 for your build on a good unique.

Missed opportunities.

median igloo
#

Title: Doom is killing melee build diversity
Feedback: Shattered chains and a doom applier (almost always siphon of anguish) is such an extremely powerful combo that they're mandatory to include in literally any melee build. It is really lame to try and theorycraft any melee build on any melee class and realize that one of your ring slots and your belt have been pre-determined. There is no flexibility or interesting itemization alternatives. doom needs to be reworked entirely (maybe given some unique scaling vectors due to the stack cap in a similar way to time rot) and shattered chains needs a rework also. This is the same design that caused so much of sentinel's power to be tied to volatile reversal in the past. Much like VR, melee would likely need some buffs to compensate for the loss of damage from these items if their functionality changed (although with not nearly the same scope as the sentinel rework, some simple numbers buffs to melee would probably suffice here). Please change these items (and the doom ailment) so players can finally have to make actual itemization choices when it comes to belts and rings for melee builds.

lone mica
#

Title: Store pop up blurb
Feedback: It sucks to see this continuously pop up after I've already bought multiple supporter packs; in the past, and in the current season. Maybe don't have this keep popping up if you've already bought something in the current season

strong loom
#

Title: Druid shapeshifting
Feedback: It's kinda clunky atm and most druid builds just use 1 form rather than shapeshift a lot. Some problems are:

  1. Using shapeshift is sort of a microstutter in your gameplay. If you unleashed a big attack, spell, or used an efficient movement skill on shapeshift, it would feel more incentivised to transform more. Another route would be lowering cast time and cooldown. Maybe a passive in druid could let you pick.
  2. Druid forms are quite divergent. If all forms had access to say Swipe or Gathering Storm passive tree (Spriggan could slash with a vine for Swipe or Serpent Strike, attack with a root from underground as a D2 easter egg for some ability, or use the spell version of Gathering Storm if targeting for spell GS was buffed etc), then they would be easier to use together.
  3. Most current shapeshift temporary boosts are just making you remember to tick a box. The option to try and maximise amounts of stacks of a buff would be more exciting. Or if Swarmblade abilities gave storm stacks and Spriggan abilities expended them (faster).
strong loom
#

Title: Gathering Storm Stormstack improvements
Feedback: Gathering Storm and Storm Stacks are quite weak in themselves. More Storm Stacks from the melee attack on GS, especially vs single target, and buffs to Stormbolts from Storm Stacks would be welcome. For example:

  • Island Cleaver changed to "additional Storm Stack if you hit at least 3 enemies or a rare or boss"
  • Energised by the Skies: Chance multiplied by a factor vs rare or boss
  • New node to get more dmg on Stormbolts from Storm Stacks, whether they're expended naturally or by another skill
  • New node to get 4% inc dmg per strength on Stormbolts from Storm Stacks
lofty plank
#

Title: Flame rush glyph of intention node
Feedback: it feels really bad to be dashing around with flame rush and then having it turn into a slow movement skill that take 1.5 seconds to get anywhere it takes a lot of the fun out the skill plus it doesnt even go on cd till after the glyph of dom forms so it effects the dps quite a bit. i just wish it wasnt a set speed and you could move as soon as you come out of the dash is the main takeaway

torn echo
#

Title: Spiked Vespiary Rework
Feedback: Spiked Vespiary results in Hive not releasing locusts which compromises the Swarm Strike and its associated nodes. Perhaps the node could be reworked to instead let the hive release thorns and locusts, but the thorn cast only occurs once every 3 locusts are summoned as a limitation.

velvet rivet
#

Title: Volatile Reversal is too slow
Feedback: The start of Volatile Reversal's animation is pretty cumbersome, and without any kind of speed scaling it feels pretty slow and clunky. I want to be able to combo it with other skills seamlessly, but the animation takes far too long for that to feel good. It's similar to the problem that Synchronized Strike had prior to this patch.

trim ledge
#

Title: Twisted Heart misleading wording
Feedback: Twisted Heart says 7% of current Health converted to Ward when you cast an Elemental Spell.
Casting Healing Hands counts. Casting Judgement does not. Both have the same tags (Fire, Spell).
Apparently this is because Judgement isn't an elemental spell itself, but only procs one (Consecrated Ground).
This makes sense.
The misleading part is that Twisted Heart says +1 to elemental spells, but skills that aren't elemental spells themselves, but only proc elemental spells, get it anyway because they have the Elemental + Spell tags.

trim ledge
#

Title: "slay the patrolling" maps
Feedback: Unsure if bug or no, but the "slay the patrolling" missions are absolutely dreadful - there are no markers to them, and (probably a bug) the monster is often invisible too.

strong loom
#

Title: Would be nice if The Land Before had other uses cases than frogs
Feedback: Something like your extra Spriggan in Spriggan Form counting as a different type of Spriggan but with the same skill tree would be nice. The same goes for Permanent Bond in Summon Wolf. It still probably wouldn't make the idol worth using for actual companions, but it would be a nudge in that direction.

trim ledge
#

Title: Loot Lizards
Feedback: It's an egregious experence chasing Loot Lizards on a melee character as they bolt across the map on mach 5.
An honourable mention goes to Exiled Mages blinking across the map every 2 nanoseconds.

wind hornet
#

Title: Revamp Rouge
Feedback: Mike was talking about another bow class in the form of a Hunter in his live stream. I'd rather see more viable late game builds with the Rouge - it seems like the main one that's actually viable is falconer and isn't really even about using your bow.
Why add another bow class when it seems like the one we have is so under utilized and doesn't fulfill archer fantasy effectively.

median igloo
#

title: obtaining a good t8 exalt is too punishing
feedback: the path of obtaining a good primordial unique is actually fairly simple and deterministic, and we have a sufficient number of powerful tools to make getting a good 1lp prim unique, including gauntlet of strife, nemesis and runes of refinement. by comparison, there are relatively little tools to obtain a good t8 exalted, and the likelihood of entirely bricking your desired item is considerably higher. the FP cost of using the rune itself is ABSURD. chewing through up to a whopping 28 FP is enough to take an extremely high FP exalt down to basically zero, along with the fact that you're highly likely to want to use a glyph of order (after using up the rest of your FP on runes of refinement, mind you) in order to preserve your rolls. Not using a glyph of order nets you an extra 25% chance of not consuming FP (keep in mind that you still have a chance to eat up to 28 FP while using a glyph of hope) at the risk of completely bricking your rolls, while giving you no actual path to recover your now trash rolled t8 (if you even had FP left to spend to do so, chances are you don't). Please at least reduce the colossal cost of rune of evolution, even if it costed 0 100% of the time t8s would still be far harder to obtain than primordial uniques.

fast dirge
#

title: quest icons on minimap
feedback: hello 👋 when side quest and main quest are in the same area, quest icons look very much same. there can be numbers or different colors or even different icons

fast dirge
#

title: about overlay map when pressing 'TAB' button
feedback: total area and paths look so big on screen (I am using classic 1920x1080 res). using arrow keys to navigating map is good but feels little too much as a newbie player while trying to explore map. adding zooming in and out onto overlay map might help

fast dirge
#

title: can't pause the game If playing solo
feedback: when someone calls you or you need to pee, you should be able to pause the game If you haven't get checkpoint. dying to mobs and repeating maps hurt

charred mulch
#

Title: Anti-Aliasing
Feedback: LE is among the only games I own that I think looks visually better with all types of Anti-Aliasing turned off. Playing on maxed graphics on 1440p if that matters. I thought this was only my opinion but recently shared this with some friends who turned theirs off and every person agrees, like it's a night and day difference. Not aware of what touching up or redoing the anti-aliasing would entail but could be worth exploring as LE continues to make visual updates.

#

Title: Colorblind Settings
Feedback: LE lacks colorblind settings, and perhaps a simple color overlay in options for common types could be added to help make the game more accessible.

fast dirge
#

title: NPCs in the bazaar/merchant guild
feedback: I like how lively you made them. when you walk around of merchants (you don't need to click on them), they start to speak unlike most of other NPCs in other maps ❤️

velvet rivet
#

Title: Void Rift visibility
Feedback: The visual of the Void Rifts from Devouring orb is pretty subdued, and it's difficult to see that it's actually happening during the thick of battle. This also makes it difficult to truly see the impact of the increasing area on increment, so it's hard to see the true impact.

charred mulch
#

Title: Corruption Rework
Feedback: Piggybacking off of #👨┃ask-the-devs-not-support-no-bugs message (more appropriate to keep it going here).

Mike's analysis is spot on. His thoughts are similar to what I had for a long time - keeping reward scaling linear (such as loot rarity) but having the difficulty scale in some logarithmic or exponential way would be a lot healthier for the game; it removes builds performing at ridiculous corruption levels in the thousands and beyond, keeps the gaps smaller between builds, but still provides incentive to push that extra bit of corruption if your best is able to.

Static modifiers are needed to enable corruption to be a more interesting mechanic, and to increase the difficulty in more meaningful ways than "enemy has no hp" - I'd love to see breakpoints every 100 corruption (100, 200, 300, etc) where enemies gain bonus stats that are not more hp and damage, stuff like cooldown reduction and movement speed for example, as well as new enemy types being added, new abilities which are more dangerous to the player, rare enemies gaining additional modifiers. These static breakpoints could also come with static reward boons too. In this way the system becomes more comparable to games like PoE with defined metrics such as map tiers, but maintains the LE flavor of corruption and theoretical infinite scaling. The system we have now would benefit immensely from adding more static and fixed goals and breakpoints can achieve that.

So not much new to add, but wanted to chime in and say as a longtime player those changes would definitely make the endgame a lot healthier and more fun.

#

Title: Old Campaign Bosses Update
Feedback: A large bulk of the campaign bosses in the ruined era and imperial era are very easy to defeat, and while not new, they were designed when evade did not exist. With evade being in the game and an integral part of gameplay, it's too easy to avoid damage on nearly every early game boss. It contributes to the bosses being so trivial that it's not exciting to fight them. A quick balance pass of raising their attack rates, and lowering the time between their telegrpahs and their attack landing would account for dodge roll and make the fights more exciting. Optionally, raising their damage as well but lowering their HP - some of the bosses, such as husk of elder gasper, feel like meat shields with no kill potential. Making the fight more dangerous but shorter could make it more fun.

low vale
#

Title: Add a CoF level with item category drop blocking
Feedback: Add an additional CoF level with the ability to select an item category that will 100% not drop.
For example, if you're playing an archer and don't need many weapons or bonuses, you can remove the item category "shield" or "dagger."

strong loom
#

Title: Corruption, area lvl, and ratings (block, armor, dodge, etc)
Feedback: I'm mostly coming at this topic from trying to use Countenance of Majasa in the wrong situation:

  1. The shield was just nerfed
  2. I'm a primalist
  3. I'm in early empowered monoliths
    I don't think that 1. or 2. are necessarily a problem. Although I would like more block and dodge on primalist, and these are design points I would like revisited, in the end it's still design choices by the devs. However, 3. just feels kinda weird imo.

Situation is kinda:

  • Monsters scale hard with corruption, even if dots have half scaling
  • Gear power scales hard from where I am
  • Ratings can scale as hard as the gear
  • But the formulas the ratings get put into never scale again from your first step in empowered monoliths
    So I just realised despite having some low amount of block rating investment, t7 on both rings and the blessing, my shield is somewhat of a non-item for dots despite that being its big thing. I feel like this is mainly because rating and zone lvl is weird. I'm currently playing with the same area lvl and block rating formula on 360c, with a shield that got krangled in a Nemesis egg, as someone doing 3000c with an LP3 slammed with something like t7/t7/t5 of their choice mods.

I recognize this Majasa situation of mine is an exception to the rule still. Armor being differently effective vs dmg types makes armor nuanced. Dodge inherently being unreliable just means it always plays second fiddle to max hit or silver shrouds anyway. Block generally being a bit too strong just means you're very tanky if you have it no matter where you are in progression.

But I think Countenance of Majasa showcases the problems that can easily arise from wonky area lvl scaling. The weaker amount of block rating on Majasa for dots means it's only good when you can get a sufficient amount, which is actually hard in my current situation which is unusual. I'm fine with some things being hard and some things being easy, but it feels kinda weird when the formulas make a mechanic have a weak spot specifically in early empowered timelines. Especially since the lvl scaling feels somewhat off anyway. It's not a dire situation (although idk how dodge chars feel) but sooner or later, it should be changed imo. I think a change would lead to less risk of needing to put out fires elsewhere and more things just falling into place automatically from things making more sense.

Like someone mentioned above, area lvl increase could be one of those threshold perks and challenges of increased corruption scaling. Slowly increasing the odds of better LP and maybe exalted mods, and slowly increasing the difficulty to maintain huge mitigation from armor/block and avoidance from dodge. It could also allow rating from gear to be an interesting stat to scale even higher if at very high corruption you needed a bit more.

autumn vector
#

title: About... Alright maybe no suitable title for that but it's not about gameplay
feedback:

It'll be emotional. If you don't want to read something with emotions, you can ignore that.
||As you see, I want to paint forever. Aesthetics is something I'm seeking all the time, wherever it come from. Maybe games, maybe artworks, maybe movies, maybe cakes. I enjoying exploring the behind logic of why are they looks beautiful.

Kain's words are inspirational. No one can rule a game alone. Team work is the best way to cook something worth to be remembered by the history.

The community is follows the same logic. I'm grateful to everyone who I met here. Different people here bring me various impressions whatever it's funny or controversial. They're small, but they're big at the same time.

Appreciated all kindness, fun and warm I received from here. People are selfish in essence so they deserve to be promoted well.

I always want attention. Endless attention. I want to be special, be remembered. What I want to say is thanks for anyone who can accept this point, like stones are smooth sharp edges by water slowly.||

fast dirge
#

title: map designs are not appreciated enough
feedback: it's good to see detailed maps like this, it makes the world more interesting and fascinating instead of just one linear path, thanks

trail light
cunning rivet
#

title: Fix Sorcerer's Meteor Skill Node "Stardust"
feedback: So I am new to the game, but correct me if I am wrong. I see in Meteor Skill Tree there is a node called “Stardust” this increases damage of other elemental meteors not fire damage. If I am correct, you nerfed sorc in the past but did not change this? I see in the past there was an affix that would change the meteor elemental damage type, but I do not see that in current version? What are you going to do to fix this? A node is clearly unusable right now. Please either change that node or add back the staff that change meteors elemental damage type! Please and Thank you!

safe hare
#

Title: Nerf Warp Weave
Feedback: The Teleport Damage ability from some woven enemies has no counter play. It's damage registers before the animation is complete, often time being one shotted by literally nothing while the monster then teleports onto your dead body. When it does work properly, there's still no animation or warning. Mobs with this ability hyper-aggro from way off-screen and are an instantaneous burst where, at best, the player takes damage as soon as they see it, and at worst they take damage before they see it. It's damage is another point of contention, it's one-shotty. If the burst doesn't kill you, the stun that follows definitely will with the mob immediately attacking like a crack-ling. Please deal with this.

#

Title: Re-Nerf Necrotic Gas
Feedback: From S2 to S3 Necrotic Gas was nerfed. It went from 4 impossible to dodge projectiles to 2 slower but now possible to dodge projectiles. Somewhere along the way this nerf was undone, leading to Necrotic Gas again being similar to Warp Weave in the fact that it's impossible to react to. Upon Champion aggro Necrotic Gas projectiles are immediately shot out at a hyper-speed and one-shot the player. This happens long before the player has had time to put their mouse cursor on the Champion to read their stats. If the Champion aggros from off-screen with a teleport ability, or if they spawn on-top of the player due to monolith conditions, it's an instant 1-shot with zero time to react. Please don't become D3.

gloomy venture
#

Title: Area refreshes when using fast travel
Feedback: There was a discussion about making the boards permanent as players fast traveled away from them. I personally like the refresh of the boards. Meaning the monsters respawn in an area and the items disappear. When a player returns after using a portal or waypoint. It makes players be choosy when to fast travel or not and when all the items disappear to. It makes the player do some interesting choices. And from I understand, it keeps the load times down. Im all for keeping load times down.

fast dirge
#

title: everyclasses need brainrot AOE and good mapping build
feedback: I like reflect shaman, I don't need to check monsters everytime and I don't need to sweat while using skills. Very appreciated build.

icy basin
#

title: melee attack feedback (sound effects)
feedback: i'm playing through Grim Dawn right now and something i noticed right away is the satisfying, crunchy feedback of striking enemies. i think that's really lacking in LE, it feels like my attacks are passing through enemies and dealing damage, not actually connecting. even thinking back to Diablo 2, the sound effects used for every single physical attack in that game are punchy and sell the idea of beating a monster to death. the animations also have something to do with it because LE does have smooth animations, your character swiping both ways, but it means the attacks are literally passing through enemy models. in Diablo 2 and Grim Dawn, your weapon stops at the enemy model and recoils, along with the punchy impact sfx. it is communicated visually and aurally that your weapon is connecting. it's just something i noticed, not a huge detriment or annoyance, but going from LE to GD it was very noticeable

gloomy venture
#

Title: Mastery Fight boards
Feedback: I liked the original mastery selection to where when you reached the end of the world, one spoke to the Forgotten Knight and she offered whether or not you wish to go fighting through your clones to get to the masteries screen. I liked that option much more then the one currently to where the flavor text presents no real danger or harm. It was a cool challenge, something to look forward to and presented a check to see if you could really handle the new mastery.

gloomy venture
#

Title: Individual Character backstories
Feedback: I really liked the older release where the characters had individual backstories with their own graphic and voice acrting. I would like very much to bring that back. I also would like to see the characters with their own voice line to communicate with the npcs. I also would like to ask for close caption for the characters that appears in the chat when the characters have voice lines. I cant always hear what they are saying, so Id like to be able to read what they say

#

Title: Chatty merchants.
Feedback: I appreciate the merchants wanting to be part of the story. It adds a touch of realism and immersion. What I dont like is that their dialogue menus reappear far to many times when I go visit them several times when I vist them. The merchant in the keeper's camp comes to the forefront here as I have to go through the merchant dialogue each time I visit her. Is there a way to cut out the need to repeat the dialouge tree every time I visit here and simply skip to the the shop menu? Or just maybe add a toggle if one wants to go through the dialogue tree again as opposed to being forced every time a player interacts with them?

marsh parrot
#

Title: Wings of Discord damage reduction

Feedback: Wings of Discord applies damage reduction to the first hit of an enemy. This makes sense for dodge characters in monoliths, but becomes useless in drawn-out boss fights, where there is only one enemy, and taking multiple hits even as a dodge character might be unavoidable.
However, Damage reduction is usually much more important in boss fights than in monolights.

Suggestion: Change the mechanic to "reduce hit damage taken, if you haven't received a hit recently"
This makes it more in line with other damage reducing mechanics from armor pieces that work in all gameplay situations. It slightly reduces the power for monoliths (more hits from more enemies), but makes the item viable for boss fights. And it is still on theme for dodge characters.

feral venture
#

Title: Abom is wildly overpowered
Feedback: I know you know Abom is OP. But what the absolute heck, man, I don't even have the T-rex and it is slapping nemeses down instantly at 300 corruption. Yeah, the initial ritual takes 10s or so to set up, but after that this is by far the laziest AND by far the most powerful build I've played. Blood Specter Sacrifice is 10x the work to play and deals far less damage.

wind hornet
#

Title: More Skills / viable variety
Feedback: I just wanted to add my vote that the thing that keeps it fresh the most or makes me bored the most are build variety. New endgame systems are fine, but if I am playing the same main builds or a slight slight variety on a build that I've played half a dozen times through, the endgame systems don't really matter that much to me. Skill sigils will shake things up, balance changes shake things up minorly (could be more).
A new entire character / class or two would be amazing.
Anyways, you guys know how to cook and I know have plans in this direction. I just wanted to add my voice to the pile here to let you know that the idea of a new character with all new skills is super exciting, the idea of playing a smite or warpath void knight for the 10th time is incredibly meh, even if there is some new seasonal mechanic.
Thanks!

toxic nebula
#

Title: Remove Abberoth key requirement until first clear for new player
Feedback: After finishing the campaign and farming monoliths, you eventually reach 300C and unlock Abberoth by killing all the Harbingers - which gives you 10 keys (Harbinger Eyes).
I spent all 10 keys just learning the fight and still couldn’t get him below 60%. Now my only option to keep learning is to grind more Harbinger Eyes. I tried that - 12 Harbingers at 158C and 2 at 308C, and got 0 keys. That doesn’t feel right.
My suggestion is to remove the key requirement until players defeat Abberoth for the first time. Let people learn the fight without being punished by RNG. Once the boss is beaten, the key system can kick back in as usual.

velvet rivet
#

Title: Forge Guard still has so many issues that the passive rework failed to address
Feedback: The passive rework for FG was overall positive, but the class still has many issues that prevent it from being a truly great class:

  • The passive tree is spread too thin. In an attempt to try and support melee, throwing, minion, 2H, 1H, crit, DoT, and shields you end up with a tree that is all over the place, with many nodes that you will never take
  • The mastery bonus is terrible. The resistance is fine, but Stalwart stacks are a joke. Not only are these essentially pointless in endgame because you're already getting so much increased armor from Strength, but they barely stack up when fighting bosses. Compared to VK's or Pally's bonuses which give more damage (amongst others), and it's difficult to look past these shortcomings
  • The skills lack meaningful synergy. They all act almost entirely in isolation. The most impactful synergy that the skills have is Shield Throw + Manifest Armor, which is nice, but it's not even close to enough to make the class feel worthwhile. Often times I will build a FG with 0 or 1 FG skills
  • Forge Strike & Smelter's Wrath are painfully weak. Forge Strike is lacking % more damage modifiers, and Smelter's Wrath is... Terrible to use, and too weak for how terrible it is to use.
  • Forgemaster's Might is great, but it feels like the only way to play the class now. It's really the only identity that FG has, especially with the other 2H passives in the tree. This begs the questions: Why bother wasting passives to support anything else? Why not bake Forgemaster's Might into the mastery bonus?
  • An armor-centric class without any way in the passive tree to take other damage types as physical is a massive missed opportunity
  • Despite being a "tank" class, FG is the frailest Sentinel mastery. All of FG's defense is tied into shields, and without one you're lacking defensive options. This limits the class's build options significantly
fast dirge
#

Title: dungeons idea is good but playing it feels bad.
Feedback:

  • it takes too long to reach boss area (If you don't have portal key) and dying to boss is even worse. it is like punishment If you don't have good build or you are new to the game.

  • I haven't played in cof but for merchant guild side, there are not many key drops unless you are dedicated in echoes with more key drops which is also bad because other echoes look more appealing.

  • first few times searching dungeons on map took a long enough of time. not clear indicators on map and we need to swap eras.

  • last but not least, killing boss after everything feels less rewarding and more of a work.

amber abyss
#

Title: Feedback on the most recent announcement and communication

Feedback: To start off, I am not against nor for a paid class. I think there are pros and cons to this type of monetization, which I am sure EHG has discussed prior to making this decision. So with that said, I will not argue one way or another if a paid class is/isn't the right decision. I think that is up to each individual player.

However, I think the timing and delivery of this announcement is extremely poor to put it lightly. From my perspective, you have been Radio Silent since September when you announced the Orobyss expansion and the PS5 launch. Before THAT announcement, you had be silent since the launch of Season 3 back in August. (As I am looking back now, there was 2 other announcements, which was a follow up to the Orobyss announcement, and a request for feedback on cosmetics)

After this long period of little to no communication, you make an announcement titled "Expansion, Paradox Classes, and Roadmap" with the post containing very little to no information apart from an implication that we might not see the expansion until close to 2027.
Then, on top of all of this, you announce the paid classes, something, to my knowledge, you have stated you would not do; which is something I am sure you knew would have at least some amount of backlash.

This type of poor communication absolutely kills my drive to play games, and is something I beg you to improve on as soon as possible.

To end on a positive note, I am very happy to hear you all will not be using AI to develop LE. PLEASE stick to that. Generative AI does not have a place in video games.

copper copper
#

Title: Feedback on the disastrous decision of including a paid class

Feedback: Thank you for already announcing the paid class, I can safely avoid LE from now on, and not spend any money on Season 4 and 5 cosmetics (nor play them). Considering the state of LE, it is ludicrous that you are considering making us pay for non-cosmetics stuff, and this will hurt massively the playerbase, especially when they are better alternatives for free. Quick cash grab next year with a paid class, instead of trusting your playerbase will stick for years and buy cosmetics

lucid oar
#

Title: Paradox Classes and monetization

Feedback:
o... Paradox Classes - them being paid, is it acidental or on purpose the name also can reference Paradox Interactive and the way they monetize every new class/race/etc. in their games? 😛

On a serious note though, terrible idea to paywall a class - D4 did that and basically died - also PoE did just introduced a boss related specialisations and guess what, they are part of the content. Paid MTX passes are better idea. People like MTX in ARPGs if they are good, they hate paywalling actuall content for no reason other than 'give us money'.

Just saying that ppl that love ARPG usually play a few, i do play PoE 1 + 2 and LE. So does basically everyone i know who plays ARPGs. None of us have anything against buying MTX in each of the games, including mtx battlepass for poe1 each season. But paywalling part of the gameplay is a no-no. I understand games that do Games Workshop IPs that do that since GW is a greedy beast but they have something you dont. Their IPs are globally known, well respected and are 50+ years on the market 😛

I would strongly suggest finding monetization elsewhere, and to keep player retention high how about evolving MTX? You know, you buy skin for armor and if you achive goals during the season it launched it gets additional "flare"

nova phoenix
#

Title: Monetization and cosmetics
Feedback: It is a well known fact that cosmetics are the main source of income of many successful games. Personally, I would be more than happy to buy the most expensive pack every new season, and I'm sure a lot of people feel the same way, but it feels to me like ehg doesn't realize this, which is shocking to me.
First of all, I'm sorry, but the cosmetics are mostly really really really bad. When I look at poe cosmetics, it makes me feel like I'm a god, I want to feel like a god so I pay them money. When I look at LE cosmetics, I feel absolutely nothing. Some Skill MTX is fine though. It feels like you're holding back on MTX quality, like genuinely, it really looks like you don't care about the quality of mtx, at least that's my perception when I look at the store.
On top of that, the mtx I like the most in the game is skill mtx. That being said, it raises some questions. Why is it that the skill serpent strike has an mtx that doesn't work in swarmblade form when that's the main way to use it? why is it that thorn totem has an mtx that doesn't work in spriggan form when that's one of the main ways to use it and the other is by feeding it to stom totem which makes the mtx useless? a lot of other mtx are just really boring, not transformative, just blend
My main point is that I believe there's a big part of the player base that would happily give you more money if you guys did better work on cosmetics. Saying you don't make enough money when the literal only way you have to make money right now is cosmetics - and they suck - can be perceived as selling the solution to a problem you have created
P.S. what is that "roadmap"? brother I know you know that I know that thing is completely embarrassing and pathetic honestly

rancid shale
#

Title: Last Epoch Next Steps

Feedback: I feel the team is just making bad decisions after bad decisions. You have an awesome basegame with many possibilities to be explored and expanded - but it’s been bad managed and looking at the “roadmap” it’s just looking worse.

Content is too slow and the release timings are awful - It takes too long for each cycle and sometimes you’re releasing against games you can’t compete yet, this is bad for the game.

The “roadmap” - It’s not a roadmap. There is no dates, not a single detail, and it’s awful in so many ways. If that is a roadmap, then its better to just say content is coming and not posting anything.

The paid stuff - Why going for paid classes? Paid expansion for people who will join later? If feels like a bad decision of a team who doesn’t know how to monetize properly. You have the clear example of monetization that it’s healthy from PoE and GGG and yet you guys are committing to a darker path who is very close to the game’s death. This is not a good ideia and should really be reconsidered, any money that comes from it will not be enough to cover the problem that will surface when people mention LE or compare it to PoE and the likes.

It’s looking very shady and really, you guys are speaking a different language than the community. Hope you guys can reconsider and walk with the community to make this better.

waxen canopy
#

Title: Balance (Conflict of Interest) Result of Paid Classes

Feedback: Example, World of Tanks. For years, they were extremely loath to touch the balance of their premium vehicles, for fear of legal action and player backlash.

I think it was much more the backlash that was an issue, but the water was and is still a little muddy when it comes to deliberately reducing the quality of something you have sold already. You can argue whatever perspective of "ownership" you want, but perception is reality when it comes to players. I don't have much of a problem with monetization, but I can see a future where this creates two things: An actual balance problem, because you really WILL have second thoughts about nerfing stuff that's paid content, and even if you don't, it will be nearly impossible to avoid it looking that way without going out of your way to actually put nerfs in place. Which really WILL make people who paid for it upset. This is a lose-lose scenario. If you can still back out of this idea and find another solution for monetization, I'd highly encourage it. Make some mega whale mtx packs or whatever. People with money love those. You will get showered in Philip J. Fry memes and wads of cash, instead of flaming, stinking hate-filled forum posts and an internet uproar. We've definitely seen review bombs and the results those can have, we've seen other forms of gamer protest. You're sort of teetering on the edge of some of that, and if the reason is finances... I would think doing something that is just about guaranteed to work even less, makes the opposite of sense here. I guess short-term $$ is the goal now, and yay...that mirrors other corporations' decisions a lot... but you guys CAN do better. Don't half-ass mtx. All I've seen so far is a relatively meek effort on that front from you guys. People understand you need money. give them a reason to really throw it at you. Not paid classes, my guys.
This feedback was free, and classy.

warped flint
#

Title: Lost trust of the players

Feedback: I deeply understand the money issues that EHG is facing. It’s not a good place to be. However, the problem with the last few announcements related to Krafton and now this paid class is that it feels like an all-hands at a corporation where they say “nothing will change, don’t worry” a month before they layoff half the staff. Reneging on old promises and trying to act like nothing is wrong is the problem here. Krafton is absolutely in the right to want to monetize on making their money back after purchasing. EHG was supposed to release more cosmetics MTX that the community has been asking about for years now. If you can’t deliver on something we told you we would pay for, why should we trust you to deliver anything or uphold previous promises? The trust is dead.

It’s time to be brutally honest. ARPG players aren’t stupid. Many of us spend time in spreadsheets to optimize our characters. Stop trying to corporate-speak your community. Explain why you haven’t been able to deliver on cosmetic MTX. If you’re going to break a promise, you need to acknowledge it as part of the post with the reasons why. And you need to do this every time you announce something that could be upsetting to players. Many people aren’t watching the dev streams or hang out in this discord. The large majority of players only see the main announcements. It’s ok to repeat statements you’ve made in the past about why you might need to change the pricing model. But this ain’t it.

autumn vector
#

title: About quality of life for lens in cof
feedback:

A thing happened in #❔┃ask-the-community tonight. A player asked should he follow the guide to buy a len, it bring a new topic: When will you do when you need to buy lens?
Eagles, Sweetgoat and me gave the own opinion. Sweetgoat's one is the most interesting, he said he will buy 4 directly. It reminded me of my habit, I just throw old ones and buy the same lens again when I want to change my lens because I don't want to keep them in inventory.

gleaming mason
#

Title: 1.3.5 - Gear Progression feedback
Feedback: I've played on Reflect Paladin (Blinding Light + Thornshell) from char creation up to beating Uberroth.

Starting from ~200c you getting plenty of 1T7 items, and thats where you sitting until getting all your uniques with 1T7 or 1T7+1T5. My main source of uniques was COF prophecies.

From ~300c you can get most of Weaver Points and you starting to use imprints.
On 1500c you still getting 1T7 items, and very rarely you can get 1T7+1T6 as natural drop, usually with around 40FP. Lizards still dropping mostly 1T7, chests also still dropping 1T7 items with ~35FP.
Only way to get bigger is farming nemesis, you only getting first 2T7 items (of each type), and using them as imprints.
Then you basically "rolling procs of imprints" to get more 2T7, but most of time you will still get 1T7 items from procs. Imprinting 2T7+1T6 item will need like 20 procs to get atleast one another 2T7+1T6 item. My source of most "imprint procs" were from "echo reward" and "opening caches" in Unclaimed Trove echo.

Overall, that feels very weird, as without touching nemesis somewhat thousand times, you wont be able to progress.

Towards Nemesis - rewards are also usually (egg + 1 unique + 1 weapon + 1 armour), and if you need e.g. helmet - that might take ages.

Towards Imprints - usually FP will always be lower and items wont have more than 1 T7 affix.

Towards "loot" echoes like "Vault of Barnacle King" - all lizards are still dropping natural loot, which are somewhat pretty useless from point you getting LP2 uniques with T7+T5 mods; "Rune Prison Complex" - still common T6/T7 + exp mod; "Unclaimed Trove" - chests only dropping very common items.

I agree that build is insanely strong, but overall natural loot not feels good. I also agree that in current gear system theres no "Golden Middle" between "Best In Slot" and "Slightly Better Than Current", can be case of only 4 mod slots + low amount of tiers.

gleaming mason
#

Title: 1.3.5 - Movement Speed importance feedback
Feedback: Currently, you need movement speed for every point - starting from feeling of game isnt that slow, and ending with farming efficiency. For me, game stops feeling slow at 80 movespeed, around 120 is perfect for chilly gameplay.

Problem 1 - Size. Echoes are not normalized by size - some are absurdly big(Ritual Lake), some are very small(i dont remember the name but looks like Horizontal Desert Canyon); On some you also spawn at random edge. Yes, you can just do quest objective and catapult but thats not what you want on "buffed/fat" echoes.

Problem2 - Layouts. Some echoes needing remembering the layout to efficiently clear >80% of mobs. Tombs and Cemetries have layouts with many dead ends, and sometimes as big as echo itself. I think creating/generating simple and clearly understandble layouts will help a lot with breaking "repetative feeling" of game, while keeping "feeling of flow". Reference - map layouts in TorchlightInfinite.

Problem3 - Additional content requires movement speed. Tombs and Cemeterys can be big as map itself, so if you are slow - you mostly just ignoring them, but content is still spawning inside Tomb instead of main map, so you just missing mage/nemesis encounters, beast cave also feels like Filler area.

ruby cargo
#

Title: Payed hero Integration

Feedback: heyo just got home from vacation and have heard news here and there and was wondering if and maybe if we have no choice in having payed heroes could we get it warframe style.... do a questline or something to unlock the hero ingame or pay to unlock it and get a skin immediately.... and leave expansions free... that way people that want to support through getting heroes can get them right off vs those that don't want to or can't pay can still get the hero. this would also open it up to supporter style packs with the heroes also kind of like both warframe and POE do too. There are plenty of people out there that love to buy supporter packs and can afford it but not locking content behind a paywall and allowing for another mode of unlocking it will tone down the hate... potentially

fast dirge
#

title: corruption & endgame

feedback: corruption feels bad because of power creep between classes and no limit for how much corruption you can achieve + you will add paradox classes in the next dlc and it will be rubbing salt into the wound.

there should be ideal and reachable goal for every players and every classes. I know in fact, you have QAs and game testers- you can do more balanced endgame but this game also needs more than just corruption system Gregory poe for example

tribal orbit
#

Title: Slap in the Face

Feedback: After all my support and the support of others, we still don't have much of what was promised when we paid money to show that support.

And what's worse, we'll be asked to pay for new classes instead of those things Judd and others promised? Ouch, EHG/Krafton. This was the game and development company that so many of us ARPG fans were rooting for and did our best to support. Feels awful to not just see all of that potential unrealized but to watch LE die due to corporate nonsense. What a sad end to one of the few games in my library that didn't feel like a quick crash grab...

feral venture
#

Title: Paid character building options create unhealthy balance incentives

Feedback: I'm sure this is nothing y'all aren't aware of and have talked through, but having paid character classes creates an incentive for those options to be stronger, because they make money. There has already been a clear balance trend toward buffing whatever is touched and significant power creep every single patch. Every patch the touched classes, skills, and items are designed to be at least as good as the strongest builds from the previous patch, and some options always wind up wildly stronger than that. Then the new content is balanced around that, and anything that hasn't been touched falls further behind.

That means that when you release the new class options, they WILL be somewhere between strong and wildly overpowered, just because they're new. And the player perception will be that they are pay to win. I do not think it is possible to balance them so that they are fun and actually generate good revenue without creating that perception in a large swathe of the player base. Maybe someone can do that, but I don't think y'all can do that without seismic changes to your process.

That might still be the least-bad option; I don't know how you would add a new, paid chunk of campaign to a game like Last Epoch where there is so much focus on endgame. Even if you can work out a modular way to fit it in, the new stuff would need new items and you'd still have the same problem at a lesser scale. I think this approach is more likely to result in a healthier game balance and a healthier perception of the game balance, though. And would be my preference if it can be made to work.

I'd also like to express my enormous sympathy for being stuck between a rock and a hard place, where you have to break at least one promise to the community if you want to keep Last Epoch going. I would rather you keep the game going than abandon the project.

umbral tapir
#

Title: Remove everything currently bugged/not working from the game

Feedback: Since there are quite a lot of bugs or not working nodes/items in the game, for everything you know 100% or are quite sure it is not working properly, should be removed from the game for the time being. After fixing it, only then it should be reintroduced.
Idea is, it is worse to make a build and have your idea fail because of some bug or straight up not working, than to not have it in the first place.
Less options is better if all options are working properly, than plethora of options with some might work or not.
Additionally, this will make game more lean and run mostly bug free, while not crippling the dev team with actively fixing the issues.

#

Title: Remove all not used/very rarely used subskills

Feedback: Although great idea, subskills are quite pain in the ass to manage and deal with, especially on the player side - due to not knowing what applies to the subskill and what is not.
Since you have the data, it should be no brainer to remove any subskill that was not used since 1.0 (so 3 seasons) and only leave top 2 used subskills per mastery.
Subskills create unnecessary headache for both players and devs and removing not used subskills with addition of removing any barely used subskill will make the game better due to less unviable options in the tree as well as less fixing issues.
All nodes in the tree that has a subskill should note if they work with the subskill or not (eg. "Affects XXX.").
Skills triggered by other skills should be left as is.

rare orbit
#

Title: would be nice if EHG could be imaginative in fundraising, instead of having paid power.
feedback: Paid power is greedy, shortsighted, and a disgusting practice. Due to this I will not be coming back to the game until this is changed. A way you could help raise funds is do another kickstarter style fund raise, or lower the prices of cosmetics so people buy more of them, or have an irl merch story with plushies, apparel, posters etc.
It really isn't hard to use a little imagination and actually asking the community for things they'd be interested in purchasing.

wind hornet
#

Title: Thank you

Feedback: Thanks for the great looking roadmap. I am so excited for what's to come, it looks awesome. If anything, I wish we didn't have to wait until the end of March, but otherwise it is looking solid. I can't way to play. You guys are doing a great job. Don't take too much to heart from the haters.

safe hollow
#

Title: Rune of corruption

Feedback: Not fond at the news regarding the Rune of Corruption, since it may take LE's identity regarding how optimal crafting is made, and possibly turn the game into another "just corrupt it, bro" ARPG. We (players) don't know all the details yet, but it worries me.

hardy cargo
#

Title: Shield Bash

Feedback: I personally Am kind of disappointed with how this ability "Sounds" I am walking around bashing skulls with a giant shield. Im aware the sound was changed before for it being too loud or obnoxious.

But, man it really sounds im just hitting them with a pillow. As if my shield is just made out of rubber. It sucks and doesn't feel satisfying to use

rare orbit
#

Title: Make Paradox classes unlockable for free
Feedback: insetad of being scummy with locking power behind a paywall, have it be pay to skip a grind for the class, as is done in games like Warframe, which has more often than not being super consumer friendly, and very rarely took Ls, unlike what you're doing rn

rancid shale
#

Title: Regarging S4, S5 and Orobyss.
Feedback: Roadmap: It's looking way better than before, congratulations on bringing transparency to it - but it's missing important details like dates. We are talking about S4 in March 26 which is horrendous, this makes LE ~8 months without new content. For a seasonal ARPG, there is no word to describe how bad this is.
March 26 is extremely long, and with no dates in the roadmap, one can imagine when S5 will release, or when you guys are expecting S5 and the expansion. Well, i guess 2027 for the expasion?
What also surprised me is no mention of Paragon Class in the Orobyss features - why is that? Did the team decided to go back on it? Or it's just some sort of hiding to flee from the negative feedback that it's received? I think you guys should be transparent abou it, and if it's really going to happen, add it to the roadmap - even if it's paid, it's a feature that will come with the expasion, isn't it? Again, i pledge to make it free - it's not worth it.

wraith wigeon
#

Title: Melee skills are lacking

Feedback: There's plenty of melee skills in the game that feels bad to use compared to every other skill that's ranged or have interactions, mostly because you have to be next to every single target in monoliths, area skills can make it work with other interactions (Such as puncture using shadows).

Example: Swipe is very melee heavy and you have to run towards every monster to hit them, rogue solves this a bit better cause of their movement speed and traversal skills but I would like to see skills reach more than your default basic attack.

Solution: More area and reach on skills such as the shown picture, have Swipe stack up to 4 times for more reach, it already have stacks you could use from Aspect of the Panther. Who knows, maybe it could even make Claw Totem usable.

glacial crown
#

Title: Dancing Strikes node: Graceful Arena - visibility issues

Feedback: In echoes that have the floor color scheme as pictured, the Fighting Arena that is created when this node triggers is barely visible. The arena is not pictured in this graphic as it's hard to capture when I'm fighting.

Suggestion: Brighten the color or change the color so it's visible on all surface schemes.

left sun
#

title: uniques have good 2D design

feedback: let 2D unique art designers - design MTX. All mtx are form of power rangers from 2011 aesthetic. More like 1body mech or body suit than immersive armour.

People don't want to look like power ranger, but like class they are playing - make class fantasy aesthetic MTX'es. Not looking "power fantasy" but immersive - like high end gear in D&D aesthetic. With proper blade and body proportions. (wolf armour on primalist looks like deformed by wrong genetics pug dog)

let the people who know how to design immersive armour design the MTX armours.

inland meadow
#

Title: Golden and Obsidian Resonances drops

Feedback: Resonances allegedly have a hidden experience meter (or whatever we can call it) yet they don't always drop in the same ratio of goldens:obsidians, in my opinion that ratio is far too low for obsidians, we've just had a streak of 14 (!) golden resonances with a friend before an obsidian dropped, that might be hugely discouraging for people who usually play together but not always since it might really take a heap of time to let you or your friend give ONE useful item to each other, i'd be thankful if you guys looked into it and revisited the ratios so obsidians become more common cuz now it's really a lottery. edit: and no, i didn't influence that screenshot in any way, Ryu also got his obsidian with me after 14th golden reso

wet hemlock
#

Title: Instant NPC Dialogue Text Display Option

Feedback: The game is excellent overall. However, as someone on the autism spectrum, the lack of an instant NPC dialogue text option significantly impacts my accessibility and immersion. Currently, dialogue appears with a typewriter effect, which creates barriers for players who process information differently. An option to display all dialogue text instantly would greatly improve accessibility without affecting other players' experience. Has this feature been considered or implemented in recent updates?

winged wigeon
#

Title: Change Executioner's Tithe to restore mana with Great Harvest when it hits a non-boss enemy instead of killing an enemy

Feedback: As highlighted in red, there is one flaw with this affix, it is very hard to restore mana when clearing regular mobs as you need to land the killing blow with Great Harvest to restore mana.

In practice, this is what happens when using this weapon to clear mobs in an echo:

  1. You use Flay to hit an enemy.
  2. Flay releases a number of Chaos Bolt projectiles based on your max mana, this does a ton of damage and wipes out the mobs.
  3. There is nothing left alive for you to use Great Harvest on to restore mana.
  4. You eventually start running low on mana till you can find a boss or "rare enemy" that stays alive long enough for you to use Great Harvest on. Unfortunately, this is RNG dependent.

Now, let's say you deliberately refrain from using Flay to proc Chaos Bolts, because you want to use Great Harvest to restore mana instead:

  1. You run into range and use Great Harvest.
  2. Great Harvest doesn't deal enough damage to one shot the mobs unless you are playing at lower than average corruption levels (because most of your damage is from Chaos Bolts).
  3. The mobs are still alive, you didn't restore any mana, you are still running low on mana, and Great Harvest is now on a 5 second cooldown. You cannot hit them with anything else as you need to land the killing blow with Great Harvest to get your mana back.

This leads to a very awkward situation.

If you were to make Great Harvest restore mana when hitting a non-boss enemy, instead of needing it to land the killing blow, this would make much more sense and lead to a smoother gameplay when clearing mobs. It would also have no effect on boss fights since Great Harvest already restores 30% mana when hitting a boss anyway.

west jetty
quick fractal
#

Title: The Wraithlord needs AI logic changes

Feedback: The Wraithlord, granted from the Wrathlord's Harbour unique helm, behaves very strangely, in a way that negatively impacts the player experience.

I am playing a Necromancer build that uses wraiths to stack bleed, and combining this with the Cycle of Putrescence unique ring to also have a constant supply of zombies and Skeletal Vanguards. This way, I don't have to manually cast my minion skills and can focus on DPS and positioning.

The Wraithlord is completely ruining this, however. I'll break this down into various points.

  1. The Wraithlord is sacrificing minions way too much. It doesn't do anything else once I reach my wraith cap.
  2. The Wraithlord is sactificing my Volatile Zombies before they explode, causing them to do nothing. This is especially annoying because I have the execute node active.
  3. The Wraithlord is summoning wraiths up to my cap and then immediately sacrifices them. The wraiths do not get to benefit from my skill nodes because the Wraithlord is immediately sacrificing them.
  4. The Wraithlord is prioritizing sacrificing minions to buff itself, and is therefore never using its beam attack because it chooses to buff itself instead.
  5. If I have passive or skill nodes that create Skeletal Vanguards when my minions die, then they also are wasted and do nothing because the Wraithlord sacrifices them before they can engage any enemies.
  6. The Wraithlord is getting itself stuck in an action loop, as it summons wraiths up to my cap, then immediately sacrifices minions (usually wraiths) and then I'm not at my wraith cap, so it goes back to summoning wraiths. As a result, the Wraithlord is not contributing in combat at all.
  7. The Wraithlord doing this loop was draining my mana. I have had to make my build worse to account for always being out of mana due to the Wraithlord draining it. This is very frustrating.
  8. The Wraithlord sac loops out of combat, which causes repetitive sound
quick fractal
#

Title: Wraithlord continued

Feedback: I couldn't fit it all in one message, but it's causing more problems.

  1. I can't use any of the cool minions from external sources, like Rift Beasts or the Primordial T-Rex because the Wraithlord immediately sacrifices them upon their spawning.
  2. Upon one of my minions dying as a result of the sacrifice, any tooltips I'm reading (such as item stats or skill DPS values) are immediately closed, so I don't get to read anything I need to without going to a new area entirely - one which force dismisses the Wraithlord.

Suggested Fix

  1. Put a cooldown on the sacrifice ability so it can't be spammed. Adjust the balance of the self-buff accordingly.
    OR
  2. Prevent the buff from stacking infinitely. I suspect this is the direct cause of the sacrifice spam/loop.
    OR
  3. Change the sacrifice behavior to only sacrifice minions that are about to expire or are below a certain %health threshold.
    OR
  4. Rework/Remove the sacrifice ability so that it does something else that contributes more in combat.

I love the concept and fantasy of the Wraithlord, but the way it works right now is completely ruining the type of gameplay it is supposed to enable. The Wraithlord is making it so that I feel like I can't have minions in my minion build and that makes this unique very disappointing. I'd love to see changes to this minion so that it plays more into the "I have lots of wraiths" fantasy, instead of actively working against it.

tribal dagger
#

Title: Siege Golem - Explosion attacks (circle on ground)
Feedback: Revamp the attack's functionality

Hey,

i would like to leave some thoughts on the Siege Golem attack. It downed my HC Forgeguard while basically being "save".

In my opinion, the damage is just too high AND/OR the attack starts out of screen. Even on "lower corruption", like 300, i would like to see some drastic changes, on certain points of this attack.

Screenshot of Character:
https://ibb.co/tPp8jrZB

https://www.lastepochtools.com/planner/QeYdg57P

That my character is now dead, is a 0% issue, because he was done anyway and cleared the whole Harbinger faction, but i would like to have this enemy better fit in the future.

My character has been attacked from outside of the screen. The whole screen was basically clear, there was 0 threat. I went to the Nemesis, opened my stash and was just dead in a single shot. Again, no huge loss, but the Siege Golem's ability itself made me more mad than the loss of the character.

For refereance:
This character tanks Abby's Smash with 2 potions used^^

It is just zero fun to get the middle finger directly in your face, on a low corruption like 330, with no real time to react, barely any sound, the nemesis window overlaying the attack.

Possible Solutions:

  1. Plain damage reduce
    cheap, easy and lazy, but the fastest way i guess.

  2. Revamp of frequency, cast speed and damage
    Let the golem cast its Explosion faster, more frequent but reduce the damage to compensate for it.
    This way, you can USE your defenses and replenishment tools and kinda forces you to play around it.

  3. Drastically reduce cast range to prevent out of screen attacks
    The golem could use a range tracker or something. If a player isn't in range, he won't start his Explosion attack and maybe give him the ability to stop the cast to reposition himself first. He would priotize his charge attack over the explision, so he gets into range first AND THEN starts to cast his Explosion.

It is just not fun to get bonked into nirvana, with pretty beefy characters, when nothing is on the screen.

As for solo, interacting with something like the Nemesis UI could also force a PAUSE, but this is something else^^

Peace santa_gregory

unborn basinBOT
#

:white_check_mark: This character build is verified

Game Cycle / Version:

Beneath Ancient Skies / 1.3.5

Class:

Sentinel (20) / Void Knight (18) / Forge Guard (51) / Paladin (20)

General:

▸ Health: 4,681, Regen: 290.23/s
▸ Mana: 233.47, Regen: 8/s
▸ Ward Retention: 14%, Regen: 0/s
▸ Attributes: 62 Str / 7 Dex / 7 Int / 63 Att / 10 Vit
▸ Resistances: 141% / 94% / 86% / 95% / 80% / 115% / 76%

Defenses:

▸ Endurance: 44%, Threshold: 1,465
▸ Dodge Chance: 4% (103)
▸ Armor Mitigation: 73% (7,240)
▸ Block Chance: 16%, Mitigation: 23% (330)
▸ Crit Avoidance: 7%

autumn vector
shut cliff
#

title: Apostate's sanctuary is a cool item, could we get more like that?

feedback: Apostate's sanctuary is one of my favorite items to buildcraft with in the game due to its cool upside and cool downside/buildcrafting consideration effects. I also really like the narrative of a person rejecting the gods and instead focusing on faith in themselves rather than in some deity. Could we get more of the Apostate's stuff with more cool build considerations?

void abyss
#

Title: Marketing for Last Epoch in general

Feedback: Look at how other arpg companies market their game because they are all great examples of how to gain hype for your upcoming seasons.

There was a lot of non hype surronding S3 and 4

Also maybe your teaser trailers should instead focus on gameplay rather than being a cinematic tease or maybe cinematic to gameplay tease.

Also you can post teasers every once in a while on Twitter where people are most active and even in Discord where you know thats where your fanbase is in and would get a lot of attention

grizzled rivet
#

Title: Map Size Problem and Other things

Feedback: Hello, I have hope for the future of Indie RPG’s. I purchased Last Epoch but I did Not Buy Diablo 4 and barely played POE 1 only, but I watched plenty of content about them.

My Biggest concern / complaint with LE and other recent titles like it is the issue of Small Maps and narrow / squeezing corridors, and to make this worse some of the mobs are Big ( talk about making your character disappear and making your claustrophobia Bad !! ...)
Based on what I’ve seen from LE and other titles similar I see this map sizes and squeezing and narrow corridors as a serious problem, I wish to Ask / Request that LE here at least may solve this problem on the upcoming DLC. There's unfortunately too many of them, too much of it, it also seems like a repeating issue for other games like Wolcen, Titan Quest 2 and Dragonkin. This not only my observation / take on this, is it also an opportunity for the LE game to Fix this and Lead by Example.

On another note, I also believe the game needs at least a little more complexity to it, it also feels like it needs more gear options, especially for End Game.

Now on a more positive note; I definitely appreciate the fact the game can be played single player / offline with Cheats and Mods as this is the kind of game I prefer / prioritize. I am a kind of game player who Must have control over certain things in a game that MMO’s and other Online only games don’t give / allow for.

So I give Thanks to LE Devs for making all this possible, otherwise I would also Not have purchased LE. 🍔 👍 🧡

left sun
# left sun Title: MTX immersion over fortnite and mobile quality. Take inspiration from D&D...

Title: update to previous: Character models
Feedback: Even with good skins - if character model is not appealing. Skin will be not appealing.
imagine Diablo 4 barbarian, but a skinny primalist. It will still look sad. Most people who go to gym are better shaped than a skinny primalist with no aesthetic body at all.
if you want money for MTX monetization - we need remodelling for all characters to make them more appealing and characteristic.
Primalist looks like from trailer park boys and it'sa bout all characters. Maybe mage have good old-wise dude and it's okay. But other are done of 2/10.

frail rapids
#

Title: Getting kicked for AFKing while crafting

Feedback: I regularly get kicked for afking, admittedly, sometimes I am semi-afk when it happens, and moving isn't enough to cancel it. Instead I have to buy from a vendor, or teleport to another area and use a skill/spell to cancel the logout timer. However I have attached two clips sped up x8 or something to just get to the point faster, but they both show I am clicking on my inventory and consciously trying/thinking about my craft while performing them, but I still get kicked anyway when clicking items in and out of bank, or using glyphs/runes not long before I got kicked.

Please allow inventory management to bypass the afk timer.

grizzled rivet
#

Title: Supporter Pack Prices

Feedback: For the game to sell cosmetic supporter packs is Ok but Honestly I will never buy / pay any of such at a price over 30 dollars, especially if the content amount doesn’t justify it, it simply becomes unreasonable. I would Not mind purchasing for more LE content but it would have to have not only cosmetics, not be limited to Online which I saw is another problem and it would have to have many other things to justify a price tag of 30 or 40 dollars. Regardless I really don’t think I would spend any more even if there was a Large new pack with cosmetics and More.

Please consider allowing for cosmetics to exist in Offline as well and to lower the Base prices of your cosmetic packs.

opaque stream
#

Title: More start-of-cycle (and possible mid-cycle) competitions/competitive events.

Feedback: I think there should be some competitive things using the Leaderboards at the start of the cycle which can reward in-game rewards.
Just some 'First to";

  • reach x Level (Levels 35, 60, 85, 95, 100),
  • choose first Mastery (Acolyte, Mage, Primalist, Sentinel, Rogue),
  • reach x Corruption (200 Corr, 350 Corr, 500 Corr),
  • finish x Chapter (from Acts 5 and above),
  • first to clear Sanctum (T3, T4),
  • first to clear Arena (T3, T4),
  • first to clear Lightless Arbor (T3, T4),
  • first to complete Arena (T3, T4),
  • first to clear 'The Fading Brink' woven echo,
  • first to defeat Aberroth,
  • first to defeat Uberroth.

Either make it competitive with the 'firsts' and reward accordingly (cosmetics to show off these feats) or make it so completing the above (as an Achievement rather than a competition) grants points which can be used in an event store that can be used throughout the season (ie; cosmetics, transmog slots/tokens (to turn an Item into a cosmetic) or even things like guaranteed max-roll blessings for the duration of the cycle.

The above were just some things that I thought of off the top of my head, could be expanded on or also done on a per-class basis (separate leaderboard for the above achievements for Acolyte, Mage, Primalist, Sentinel, and Rogue).

prime wadi
#

Title: Possession, can we get some balance changes on this mechanic?

Feedback:
I would say pick one, either give the monsters more damage or give the monsters extra skills.

All the clutter on the screen that cuts visibility massively on top of the monster doing more damage while also hitting you with extra hits from the "possessed" skills seems a bit overkill.

Having a random rare monster (yes, we're not even talking about Possessed Champions) killing you in one second when you have capped resist, over 2k hp and 40% endurance on a normal monolith (level 75) I don't think is particularly "fun".

I guess people don't really mention it, since most don't play HC that much, so its just the occasional random death that one just shrugs off.

It just feels incredibly frustrating in HC to the point that mostly avoiding everything and anything to do with possession, seems to always be the better choice.

And for additional context, I've had a few characters dying around 150c to Possession shenanigans that right after go into Normal Abbey and clear it with no issues, I just don't think that makes sense really 🤣

wraith wigeon
#

Title: COF, prophecies time sink.

Feedback: The need to go to the area and also spend time for endless re-rolls for something that's actually useful needs to be revisited.
It takes too long and feels unrewarding, even with just a few prophecies.

autumn vector
astral dragon
#

Title: Make it clear that Permanence of Primal Knowledge applies to all equipped items

Feedback: Would be good if this more detailed explanation had that one more sentence for these primal gloves
"This applies to all your equipped items, not just these gloves."

wooden magnet
#

Title: Does everyone feel that Last Epoch’s content mechanics is too simple and lacking depth or meaningful variables?
Feedback:
I really enjoy Last Epoch and its strong foundation, especially the crafting system and skill design. However, I feel that recent seasonal mechanics are too safe and lack meaningful depth.

Compared to other ARPGs like Path of Exile, where each league significantly changes gameplay and introduces high-risk, high-reward systems, Last Epoch’s seasonal content often feels like a light extension of existing mechanics. For example, choices such as the “choose 1 in 3 evolve beast” system don’t meaningfully change how I approach my build or endgame strategy, which makes the experience feel repetitive over time.

Each piece of content should have its own distinct playstyle, strategy, and objectives. The mechanics are large in scope and have a deep impact on gameplay from the early stages all the way to the endgame, forcing players to learn and adapt every season. These mechanics are often tied to exclusive, powerful, or rare rewards, and sometimes even have a significant influence on the in-game economy.

Last Epoch has huge potential — I just hope future content can be bolder and more transformative rather than playing it too safe.

vocal plover
elder reef
#

Title: Reaper Form is too binary and build defining for melee Acolytes

Feedback: I really like the fantasy of a melee necromancer character and want to play things like Harvest and Flay, but doing so requires using Reaper Form which is frustrating because 1. it spoils the flavor of the build (they all feel like different Reaper builds), 2. I want to see my character with my cosmetics, and 3. I'm not looking to play a shapeshifter/formshifting character fantasy.

It feels like too much of the Lich's power is based in Reaper Form, and that if you aren't using it you are handicapping yourself. By binary I mean that it also doesn't feel like with the current design there's a meaningful choice in using it because it's essentially a multiplier on other skills: Either it's powerful and you do, or it's weak and you don't. Compare to say Cthonic Fissure, which might or might not be used in a Chaos Bolts build depending on how you want to play it.

autumn vector
autumn vector
#

Title: About localization in different languages
Feedback: Context #💬┃general message

For example, I hope I can see a trailer 100% in Chinese instead of just a few main titles in Chinese but exact elaborations for encounters/affixes for new unique/new items still in English if EHG want to sync that on bilibili. Or just keep all of them in English.

EHG should own a Chinese le logo too, to be honest.

(semi-Chinese is the most annoying)

cunning schooner
#

Title: (paramount, integral and indispensable!) Petition for 'free each and every respecialisation', 'no killing for gaining active skill points back' and 'accessing gold shop and shared stash whilst combat areas, outside safety town areas, etc.'.
Feedback: 1. Petitioning for each and every mastery respecialisation by zero gold (each and every time). 2. Petitioning for each and every passive respecialisation by zero gold (each and every time). 3. Petitioning for no killing in order to gain active skill points back to active skills after used active respecialisation (each and every time). Petitioning for each and every active respecialisation by ‘zero gold’ and ‘no killing monsters again and again in order to gain active skill points back’ (each and every time). 4. Petitioning for accessing ‘gold shop for selling sole’ and ‘each and every shared stash you purchased for depositing sole’ whilst combat areas, monster areas, and outside safety town areas, etc., hence each and every customer can have sold each and every dropped item from killed monsters, opened chests, etc. for gold if each and every customer wants to sell, similarly each and every customer can have deposited each and every dropped item from killed monsters, opened chests, etc. as much as each and every customer wants if each and every customer wants to deposit. If you do not want each and every customer to change builds from both ‘gold shop’ and ‘each and every shared stash’ in the courses of combat areas, monster areas, outside safety town areas, etc., you can solely permit accessing both ‘gold shop for selling items for gold’ and ‘each and every shared stash for depositing items’ in the courses of combat areas, monster areas, outside safety town areas, etc. For superber official LAST EPOCH video game, both online and offline.

autumn vector
chrome radish
#

Title: UV of character's clothes
Feedback: I think it's most likely not intended, because it's just so bad

slow star
#

Title: Hype week is too short
Feedback: In reply to #💬┃general message and the discussion before. For me personally, hype week is to short.
Yes, the frequent stream teasers / recaps in the forums are appreciated. But they are only small bites of information. Some intrigue at best, some actually build some hype if they are important for your personal in-game experience. But they fall for the same argument that is used against a "hype month": They are stretched over a long period of time, so hype is lost again.

I would prefer a hype month, with more in-depth releases of information about a topic, e.g. a blog/forum post about the corruption system (how it works, where to find it, results, possibly chances, related systems e.g. in echos etc.). Each week a new topic or a collection of smaller news. As for me, one week is not enough for theory crafting & getting hyped 🙂
I also have a feeling, that creating hype only a week before launch is a bit short to really spread the word and reach players that don't have the launch date already in their calendar and make time for the launch.

I have one example where a longer period of building up hype is very successful: Look at PD2 (Project Diablo 2), there is a weekly live stream leading up to a new season start, where smaller and bigger changes are revealed. Even changes to builds/skills, with the possibility to still get changed/nerfed/scrapped when the beta shows the need for it. Those streams are highly anticipated and watched by hundreds of players, those streams cause many viewers to donate to the project, more than in between news or within a season/cycle. Each week the spoilers get larger, a closed beta ~1.5 weeks before launch releases the provisional patch notes, this allows for theory crafting to start. Then a public beta follows, with adjusted patch notes. Spoilers and patch notes are always collected/link in Reddit. This has a much larger reach.

cinder dust
#

Title: missing the mark with the Celestial Doom buff

Feedback: The Doom Pulse trigger is getting its cooldown halved from 4 seconds to 2. That's great! It's interesting to set up ways to proc the spell, scaling the damage is fun, and the other stats on the item are spicy.

Sadly building around doom pulse is still impossible for one simple reason:
The area of effect of the pulse is TINY! It's narrower than a melee attack! So if you want to play a character that primarily does damage with doom pulse, you just can't because you need to snipe enemies with pinpoint precision to hit them at all, let alone successfully clear packs. Fixing this is more urgent than a trigger rate buff, please do.
That is all, have a great one.

finite pivot
#

Title: ward/HP bar barely useful

Feedback: it's too small. I can't keep up with my ward status in messy fights.
Squinting at that little bar is distracting and jarring. All I can do is enlarge the entire UI scale to legally blind mode. I don't want 30% of my screen to be UI.
Please consider QoL lifebar visibility for tryhards that want to flask in time 😄 Love the game ty.

runic fractal
#

Title: Discord community flavor and improved user experience

Feedback: Well, this is where Van requested ill throw some of my personal takes on community enhancements. Now, that Discord lets us pick roles and role icons without using bots like Mee6 and Carlbot, I think that giving the community some Last-Epoch themed flavor could be useful. Maybe have a role pick for people's main class or even mastery. Its good to go the extra mile for people if they really like a mastery.
I'm not entirely sure about nickname color. While no server is fun when 96% of its users have white nicknames, the kickstarter backers did essentially fund unique roles. Maybe there's a balance here, somewhere.

Emojis and stickers: There are plenty of visuals and references from LE to fill up the emoji and sticker sections of this server, I truly believe that. It could be things pulled directly from the game, or maybe staff or community made ones. I would say - find ways to involved the community in the creation of some of it, it will increase the community's bond with the server. Its how you strengthen your sense of community

Boosting: If you find yourself a bit short with slots, you can always find ways to reward server boosters, maybe access to booster-specific roles and nickname icons that aren't masteries like loot-lizard faces, maybe something extra

autumn vector
#

title: **About the new discord onboarding **
feedback: Where colourful roles for normal players are???????? Colours please.

Why no colours on these roles? Colours please.

cunning schooner
#

Title: (indispensable, integral and inevitable!) Petition for playing official solo&party&co-op self-found in official online non-season softcore alongside everyone by 99% of customers.
Feedback: Item drops separately for each player, maximum of 4 players per party, no trading, no shared loot, no shared loot between 4 party members, shared stash alike solo self found (only your an account), and you can migrate solo&party&co-op self-found character to normal mode anytime but you can not migrate the character back to solo&party&co-op self-found again. For no pay to win in gameLAST EPOCH official!

median igloo
#

Title: Trove meta is getting really stale
Feedback: Optimal endgame play essentially means endlessly running the unclaimed trove woven echo in order to maximize imprint procs. There is a substantial number of both woven and non-woven echoes, but there's very little incentive to play the vast majority of them in terms of gear acquisition. Hoping some changes can be made to make other echoes more worthwhile so players can have more agency in their endgame content without feeling punished.

feral venture
#

Title: Minions burning to death while I try to sell loot
Feedback: I am so tired of my minions burning to death from Infernal Shade or Aura of Decay while I try to sell my loot in town between echoes. I understand that cruelty to minions is a signature theme of the Acolyte, but having to redo my Lich's Scorn Dread Shade snapshot every time I want to sell loot involves way to much setup if all my minions die every time I try to loot. Can we make minions take less damage, or no damage, in the Echo of a World, or something? I just want a cold necro that uses the signature Cold Necro Set Item effectively and isn't miserable to play.

small nebula
#

Title: New FG Unique
Feedback: Give me a unique that lets forged weapons that are hit with smelters wrath explode while also casting smelters wrath as they die. Kinda like a mega sacrifice.

mystic patio
inland meadow
#

Title: Regional packs pricing adjustment
Feedback: I once again would like to ask about regional pricing for supporter packs for certain countries since your support has straight up lied to me what I can prove by the example of Slay the Spire 2 that costs 24,99 USD and has an adjusted price for Poland which is 74,99 PLN despite Steam suggestion of 114,99 PLN. What is the reason of you not wanting to adjust those? I will not message support about this anymore since as I can see they feel very comfortable with talking lies to my face (hello there Andy). I'm only expecting two things: honest answer without bullshit and fair treatment that people from many other countries would probably appreciate as well. Thank you very much.

feral venture
#

Title: Dread shade too limiting of Necro minion comp
Feedback: Dread Shade is still mandatory for Necro builds while still being really inconvenient for builds that want to run a mix of melee and ranged minions. Give us a way to maintain permanent dread shade on ranged and melee minions at the same time, it can be a unique modifier. Giving us a way to cleanse ailments from our minions would make the everlasting poison variant work. It's not an army when it's all frontline or all backine.

quasi shadow
#

Title: Shop Cosmetics Are Ugly
Feedback: Hi EHG, my question is, in the meantime before Transmog is released as a feature, could we please get some simple, clean, classic fantasy RPG cosmetics in the shop? I buy all the supporter packs every season because I want LE to succeed, but the trend of the cosmetics being very over-the-top, flashy, glittery, spiky, and complicated is very unappealing to me, it's visually difficult to read the aesthetic and understand what I'm looking at... The designs are aesthetically incoherent because they are convoluted. I'm not against the art style necessarily, but right now we have no foundational cosmetics for classic RPG looks because that was all relegated to equipment and there's no transmog option yet. There's a time and place for the over-the-top flashy cosmetic armors, but I don't think it's right now. To me, it seems like EHG is trying too hard to make "unique" looking cosmetics amongst their competitors, rather than visually appealing ones.

With love from a huge fan.

unique mason
#

Title: Oaths of Allegiance(idea for improving gameplaye for groups)
Feedback: Create a system so you can sign a oath of allegiance(or whatever name you want to give it) to other x amount of players(maybe a full group of people) where you don't need to use resonances to trade between themselves.
Implementation idea's could be:
1.Once these oaths are signed they cannot be changed to other people for the season
2.Make it extremely punishing to change oaths once signed within a given season.

This way people who play as groups are able to help each other out with gear and feel like a group without the obnoxiously low resonance rate, and RMTers will struggle to abuse it.

the current system with resonance is a big reason myself and people i play with stop playing each season and go back to games where we can freely trade with each other.

supple pond
#

Title: [ The Need for Hideouts: Unnecessary Travel]
Feedback: [I love this game, but at the same time, I feel there’s too much unnecessary travel. Purchasing Echo, playing Monolith, and using MG or CoF—all of these can only be done in different locations.
I feel that the unnecessary travel required to perform these actions is what’s undermining the game’s immersion. I really hope that these activities can be consolidated into a single location.]

thin anchor
#

Title: Ash Wake new item effect description
Feedback: "Your volatile zombies which explode inside your aura of decay have a 23% chance to resurrect" sound a bit odd to me, how about "Your volatile zombies have a 23% chance to resurrect if they explode inside your aura of decay"?

wise idol
#

Title: Keplahan's Pyrolith is significantly stronger than Keplahan's Cryolith
Feedback: Pyrolith has a significantly stronger base type than Cryolith, and the dexterity that Cryolith provides is rather useless for volcanic orb vs the int that Pyrolith provides. It won't really matter after they are turned into set shards, but it does seem a bit odd to me for one to be so much stronger at base. Perhaps the int and dex should be swapped?

slow perch
#

Title: Chip the Hand MTX, the beginning of future Hand MTX pets?
Feedback: I love the concept of Hand MTX that also has some personality. Unfortunately, I don't know if I can budget the price tag of 60 any time soon for just Chip. As such, I hope we will see more MTX that are pets as Chip, hopefully individually.

wet hemlock
#

Title: Instant NPC Dialogue Text Display Option
Feedback: The game is excellent overall. However, as someone on the autism spectrum, the lack of an instant NPC dialogue text option significantly impacts my accessibility and immersion. Currently, dialogue appears with a typewriter effect, which creates barriers for players who process information differently. An option to display all dialogue text instantly would greatly improve accessibility without affecting other players' experience.

prime wadi
#

Title: Possessed Mobs
Feedback: Overall monsters buff and no changes to Possession sounds crazy to me when Possession is already so out of whack. It's only making the problem worse

feral venture
#

Title: reworks spread across two seasons are brilliant actually
Feedback: Man, I'm sure it results in enormous amounts of screaming, but spreading reworks across two seasons means we get two meta shifts in a row for a class, and we get a lot more reworks. I am loving all the necro updates this patch.

winter reef
#

Title: RNG Layers In Crafting

Feedback: I was excited for season 4 until the imprint nerf, I am a no lifer in games and will min/max. Problem is the RNG layers in crafting is too much and you just added another layer of RNG.
1)exalt -You just nerfed this hard
2)foraging items - zero ways to determine what to hit it's all random and FP costs too high
3) Julra - more RNG layer and can't force it for a super rare LP3 item even if you grind a tonne to get it.
4) corruption -all random

Please make the crafting item process more seamless and maybe somewhat more determistitic if you do decide to nerf the imprints. You can't just nerf imprints ( I already can't find exalts and have to deal with julra farming rare 3LPs) then add corruption for another layer of RNG the layers of RNG is just too much now and too punishing all the way through.

I already dread making second character because of the crafting and julra.

harsh rapids
#

Title: Feedback on Imprint change.

Feedback: While I think nerfing Imprint is good for the overall longer health of the game, it comes at a wrong timing when there's no other possible way to craft double T7 legendary (which were already super chase items). Since little things come as close as powerful as single T7 legendary (beyond more LP), I won't feel the urge to play anymore since the process to upgrade the build is just that exhausting. I'll probably play 30h the new season, craft my 1 LP on my core items for my new toon and peace out. Which I think is a shame because the work you poured into releasing the new patch deserve more than that.

outer fox
#

Title: Shatter Strike affix and the Lightning Conversion

Feedback: The current affix give x% increased cold damage. Is it possible to have something that would work with the Lightning Conversion ? Or is it lost and it is intended ?

stray marsh
#

Title: Visual effect clutter

Feedback: Sometimes I cant see what im doing, A toggle would be amazing in the setting to reduce clutter, it'll help with frame rates on some builds and improve boss fights so I can see what the boss is doing and actually react. Would be especially useful for console release because of the worse hardware they have.

molten junco
#

Title: Upheaval Hindering Tremors Cold Conversion
Feedback: Please add Cold Conversion for this node. Looks like it converts for Lightning, but not Cold.

frosty breach
#

Title: Crafting state and power level of crafted items in Last Epoch

Feedback: It is so sad to see the state of this game's crafting reduced to farming lp and slamming 1 lp, given that it has the best rare crafting in any aprg. If you look at any character or any guide, chances are, it looks like a d3 character. The best items in the game should be crafted(Unless a legendary item heavily synergizes with your build). This is only gonna get worse with corruption, where you can slam multiple legendaries with 1lp and then corrupt them with very little loss.

thick finch
#

Title: Apiarist's Set feedback.

Feedback: Wouldn't it be wise for the (3) set to say "Summon The Legendary Bumblebear Queen" considering it does summon a bumblebear that can also summon it's own bees according to what was posted by EHG_Mike in the ask devs chat?

slow perch
thick finch
#

Title: Cornered Beast "Touch Up."

Feedback: instead of triggering at or below 35% health, it should trigger whenever your health goes below your current maximum endurance threshold (which can be increased through it's respective stat increases) giving it a bit more usage beyond the 35% health limit & may even inspire some builds involving endurance threshold.

small nebula
#

Title: Shop MTX Labels
Feedback: Really could use like a 'new' tag or 'new' checkbox on the side to more easily identify the new things in the shop this season.

noble jetty
#

Title: MTX shop on mobile browser doesn't show titles

Feedback: concerning this shop https://portal.lastepoch.com/shop/mtx-all On mobile browser I can only see the MTX image and the cost, but not what the MTX actually is. Nice pic, but what am I looking at?

brittle mural
#

Title: Shadow Rend Facing and not Cursor

Feedback: Why in god name is Shadow rend going off from where you're facing and not where the cursor is?!
Like literally every other skill in the game, it's unusable as it is right now.
Edit: It's a bug with Keyboard Movement...

cold helm
#

Title: ALT Tab Bug
Feedback: ALT Tabbing is bricking the game client to where you cannot click back into it and produces white squares when it does it. Seems to be caused when you have a controller/steering wheel attached to your pc

cyan wedge
#

Title: I hate the forge tutorial
Feedback: why is there a mobile game tutorial in my pc game?
pros: people can't skip and be confused
cons: it's a pain if you have played a video game before, I don't want to be forced to use resources on a crappy ring when I already have 2 good ones, even if they're crappy runes.
it feels out of place to be forced to do it and not able to exit out of the window.

suggestion: make a quest that asks you to forge anything, show the prompts but don't make them block doing anything else

ps: my level of annoyance with this kind of bs tutorial is "would have quit and refunded the game right there" (if I didn't know the game was good otherwise.)

winter reef
#

Title: I am not feeling this update
Feedback: I am a legacy COF player, i will grind and play a tonne of hours for great gear would even deal with the 33% chance of julra fail... Now I have to contend with a tonne more RNG with corruption farm Uber a tonne for 2LP items get the slam then corrupt. It is just wayyyy too much RNG for me. You really need to ease the process on crafting maybe on julra or something. I dont mind grinding but if you want to do this, make julra 2LP guaranteed at least so i dont need to farm 900 ubers just for 3 more 2LP shattred world slams..

please do something to ease the process of crafting items to corrupt if you want it this way, or id rather the 3LP and older system.

It is just way too much grindyness and RNG now.

gritty bolt
upbeat breach
#

Title: Lack of documentation for firewall requirements on connectivity to LE servers - lots of users are blocked without knowing why
Feedback: Provide a list of allowed servers and/or ports to allow connectivity through firewalls. Right now it is not possible to make any rules allowing for a traffic without opening the firewall wide open for everything.

dense sorrel
#

Title: bladestorm cherry blossom skill
Feedback: skill effect selection show bladestorm cherry blossom effect empty, and go nowhere when clicking view in store

maiden eagle
#

Title: Shadow rend new rogue skill bugged on controller
Feedback: shadow rend is unplayable on controller, all over the place targeting , same bug that Umbral Blades had last time if I had to guess because is a similar feeling of the skill targeting weird places not following the character or autotargeting when needed

lapis orchid
#

Title: enemy freeze rate is too high
Feedback: enemies freeze you a lot more compared to stunning and freeze lasts longer. they can also stunlock you with freezes if you get unlucky as there doesnt seem to be stun immunity after the freeze ends. stun is supposed to have a threshold of 5% HP lost and scales from there but freeze is very common even from hits that only deal 2% of your HP as dmg. bosses and rares have a lot higher freeze rate than normal mobs for the same hit making it even more common to get stunlocked

#

Title: big omen windows are unbeatable with single target
Feedback: i just did my first big omen window and it was fine until it spawned multiple rares and some of them had the aura to reduce allies damage taken. there were so many mobs that i couldnt target the aura mobs and so it was literally unbeatable for me. it would be cool if that affix couldnt appear in omen windows with that mob density

tired arch
#

title: dancing blades is still unplayable on controller
feedback: it's been 5 years, has anyone at EHG even tried using it once?

stone stag
#

Title: Chat box font
Feedback: You guys changed it in 1.4 and my old man eyes can't read it as well as the old one. I'd also appreciate it if we could control how long chat messages stay on screen. I often miss my party messages in the middle of fights.

inland meadow
#

Title: Primeval Cascade Map awful FPS drops
Feedback: There are incredible FPS drops on the Primeval Cascade map, from regular 60 i'm dropping to below 40 while in this map, with monsters nearby it gets even worse

cunning sonnet
#

Title: Make Umbral blades an active skill

Feedback: Umbral blades doesn't exist on action bars and only serves as delivery method for shadows and shadow dagger while it's being cast by other skills. The extra throws nodes have never been used in a single effective build. Lower investment to access? More blades per throw? Attack speed? Something for those nodes

Maybe let shadows shotgun the umbral blades instead of their big one?

upper slate
#

Title: Remove Freeze From Mobs
Feedback: Please remove this freeze from the game, the game was just fine without this, monsters couldn't freeze you like this before and there is no freeze immunity in this game, everybody is complaining about this, why did you even add this to the game?

leaden fossil
#

Title: Undo this change
Feedback: "Removed options for manually transferring crafting materials from the Settings menu" I like being able to see the keys and echos I'm picking up and tranfering large stacks of currfency all at once feels really good

ornate copper
#

Title: Spelling Mistake in Weaver Tree
Feedback: Wasn't sure where to put this, but in the Fury and Fortune node, when you expand the explanation for Enraged it says "increased movement speend", instead of I'm assuming speed.

fallen trench
#

Title: Bladestorms node "Slagstorm" very inconsistent
Feedback: I read it as 'any blades that have a trajectory overlapping with the storm will not stick in the ground' but it only affects blades that land in the ground within the AoE of the bladestorms, not behind. As well, the Umbral Blades are very hard to target, mousing over the Blade storm to try and get your blades to land within often has them thrown beyond. I assume this is so that when targeting enemies, the blades impact behind them which helps position them for the recall. I feel like the solution would be to make the storms consume any blade whos trajectory passes over them, solving the targeting difficulties and the overall inconsistency of the interaction. Otherwise, changing my targeting method between enemies and my storms for the same skill is too hard to manage with the tight window of time to actually make this effective.

fair marten
#

Title: Bladestorm and Umbral Blades targeting interaction
Feedback: When I am using KB+M and click to move, I feel I should be able to use one skill and then the other without moving the mouse, but the umbral blades sometimes go further (beyond the blade storm) and this feels crappy as it is counter-intuitive to my cursor targeting

vital turtle
#

title: audio issues
feedback: i'm in chapter 2 and not even to elder pannion. audio has been warbling a lot. i'm playing necro but i've never had this issue before like the game is having issues with too much input or something

hoary dome
#

Title: The season mechanic is badly designed
Feedback: First time I use it at level 20 it made an level 18 item into level 70. Second time it made my item unequipable. This is a season mechanic that will be the focus the whole season but it has no early potential and bricks items. Only reason to use this mechanic is when you can copy items which does not happen in early game or often.

spiral garnet
#

Title: Cherry Blossom Shuriken
Feedback: Showing as a skill effect but when you go to the shop its not there.

quasi umbra
#

Title: Last Epoch on linux
Feedback: tried to create a character when I was using Linux, but I encountered several critical issues. After creating a character, when I exit, the character does not appear in the character selection (I can only create a new character, and I cannot continue playing with the old one). There are no characters from the old leagues (the account is empty). When I switch to Windows, I encounter a problem where all the characters that were not saved on Linux appear on Windows, and now I have 5 characters with the same name, which may cause issues as it is not possible to create characters with the same name under normal circumstances

wind dust
#

Title: the animation update for swipe is broken in regard to its on-hit procs.

Feedback: Primal resonance and duality of nature on the swipe tree are both not proccing on the backhand/offhand animation swing of swipe

dense sorrel
#

title: the new freeze mechanics
feedback: the new freeze mechanics feels really unfair and unfun.
You get frozen out of nowhere with little to no telegraph, interrupt the flow of the gameplay A LOT.
And it doesn't have any counter mechanics like freeze immunity, reduction, etc, only unstopabble which is really rare.
Even mask of indeference doesn't protect from it.
0/100 would not recommend freezing

gilded dock
#

Title: Dancing Strikes is still moving the character around
Feedback: Dancing Strikes is still moving the character around, even when your cursor is close to your character. Apparently, this happens only on WASD controls, and works as intented on cursor controls. Please fix it so that it works on WASD controls as well 🙏

plush bolt
#

Title: Eye of the Storm Tornado Node
Feedback: The Node says: "Tornadoes attach to you" but it works like without skilling it. Not at my position. Not using players movement.
EDIT: The Tornado isnt moving at all with that node. Like "Druid Control"

small nebula
#

Title: MTX store
Feedback: Also really need a search bar in the MTX store. I am looking for shield stuff and its just so hard to find anything which makes it a lot harder to buy

wind girder
#

Title: Graveyard Prison not working
Feedback: I'm getting tombs and cemeteries without rune prisons

marble obsidian
#

Title: '+all attributes when wearing 7 corrupted items' affix does not update until you unequip and reequip a corrupted item
Feedback: '+all attributes when wearing 7 corrupted items' affix does not update until you unequip and reequip a corrupted item. see video.

iron cape
#

Title: Spelling Mistake in Quest info
Feedback: There should be a t in "break the eggs obstructing the chain mechanism" after the c in obstructing

slow perch
#

Title: Wording on #1486744068347269301 can be confusing.
Feedback: As per the post on known issues including the fractured watcher title not being localized, one could assume that it exists in the game, but only available in a single language. Due to this, I even mistakenly filed a bug report, for which I apologize.

noble island
stoic fulcrum
#

Title: 2x +1 presentation on the map
Feedback: show the 2x +1 to all attributes the same way one can see their 15/15 passive points. Easy to miss if you don't now the game in and out and use the skip.

fossil trout
#

Title: Character customization improvement
Feedback: It would be really helpful if there were more character customization options in the game right now the choices feel a bit limited and adding more hairstyles outfits and color options would make the experience more enjoyable and personal for players.

vagrant palm
#

Title: Monolith Reward Tiles
Feedback: The new design for monolith reward tiles is way too dark to easily/quickly tell the difference between exalted/unique etc. edit( the nemesis window has the same issue with backgrounds being too dark)

frozen spruce
#

Title: Stuck in the weaver tomb
Feedback: idk if this is the right channel but I got stuck in between this crates with the evade dashes and fury leap. I can get out briefly but i get tpd back

left sun
#

Title: Skin - Guts sword.
Feedback: The most popular fantasy of a "greatsword" Big pile of iron chunk. Make sword inspired by Guts from manga berserk. Simple, large, chunk of iron greatsword.

marble obsidian
#

Title: stats in character sheet flicker when under the effect of dread shade
Feedback: my character sheet stats flicker constantly between several values while I'm under the effect of dread shade (with the symbiotic apparition node)
video:

frigid egret
#

Title: Loot Label scaling much larger than appropriate on 32:9 resolutions
Feedback: Hi, on 32:9 monitors (I played 5120x1440) loot labels are much larger than last season. The attached screenshot shows the labels on 0.5 scaling, the minimum allowed by the settings. These labels are larger than the 1.0 labels in Season 3. They're too large to be comfortable, and again this is on the absolute minimum setting. I've also attached an image of 1.0 default scaling, which is enormous.

mighty turtle
#

Title: Discord "Get Started"
Feedback: I actually have nothing to say rn. But for the "Get Started" Banner of this server to go away, I have to send a message in here.

steep viper
#

Title: Stuck in wall
Feedback: This is the 4th time in less than a day, when I teleport near a wall I get stuck in the wall and I have to relog. I cannot teleport again, I cannot walk, I cannot evade, I am stuck.

warm cove
#

Title: Last Epoch on linux

stuck zealot
#

Title: Cant loot all of the arena boss loot
Feedback: shows boots on the ground and no way to loot them turned filters off, ran around arena but nothing. swapped to fullscreen and to windowed.

proper yew
#

Title: Game stutters when opening and closing the inventory
Feedback: After about 30 minutes of gameplay, the game will stutter every time you open and close your inventory or open and close your stash. The stuttering continues to get progressively worse the longer the game continues to run. The only fix is to relaunch the game. I know I'm not the only one experiencing this, because I ask about it in global chat and multiple people confirm they experience the same issue, too.

feral harbor
#

Title: Please expose useful game data for building community tools.
Feedback: Will we EVER get a publicly available mapping of IDs from the filter affixes? It's so insane that it has to be scraped and only a couple websites have the mapping and refuse to share it. This is the stuff that makes ARPGs tick.

sterile chasm
#

Title: Game crashes when trying to open the "Catacombs of Maj' Elkas" map.

Feedback: I'm unable to progress in the game because when I try to enter the map, the game crashes, preventing my progress. I've tried several times and can't access the map.

sly badger
#

Title: Skill point removal when unequipping items.
Feedback: Would love an option to change the functionality of skill points being removed when unequipping gear with +# to skill. Manually removing the skill point would be preferable, but even just a change to it removing the latest skill point applied would be a big boost to QoL.

ancient elbow
#

Title: Thorn totem relic behaving counter intuitively
Feedback: When you leap slam with the relic and summon the totems they do not get the buffs to minions from leap slam(frenzy, flat damage), same with warcry(crit chance). Could it be changed so that they get the buffs from the skill you use to summon them?

hidden robin
#

Title: reward icon colors in monoliths
feedback: the color background for reward icons in monoliths is way too dark/pale to distinguish, it would help if it was a bit more bright (best example: difference between unique and set reward)

frosty breach
#

Title: LP Items
Feedback: There's not much of a point in requiring 4 affixes when it comes to 1lp since you can select the affix you want from the dropdown. it should still be required for more than 1lp, but for 1 it's kinda useless and counterintuitive

formal burrow
#

Title: Invisible wall
Feedback: Huge invisible wall on the Maelstrom Ledge Echo, need to hug right to cross it or use traversal skill

warm fox
#

Title: Stuck inside items when doing monos
Feedback: I get stuck a lot and only way to get out of it is port and leave the instance = lose progress/items etc. Clearly a bug, please improve it.

silver pond
#

Title: Slowdown and crash upon exit
Feedback: attempting to exit the game from the game's menu in a camp area led to the game eating more and more computing power until I had to force close it

left sun
#

Title: Armour visuals
Feedback: Appearance of armor in games is important because it reinforces the sense of progression and character strength. When a player acquires better equipment, they expect not only improved stats but also a visible change in appearance. This makes the character’s growth and increasing power easier to feel.
Visually appealing armor also increases satisfaction and motivation to keep playing. The look of the armor becomes part of the character’s identity, helping players connect more strongly with their power upgrade same as skills and some players even more likes visual upgrade in character look than in skill look.

it's the worst part of the game for me and my wife. - visuals of euipments and visual progression

restive comet
#

Title: Feedback on new season additions

Feedback: I'm currently level 96 on HC SAF, so been gaming quite a bit 🙂 I have some feedback on the season (it's all good - plus some things I think could go further)

  1. The corruption mechanic feels great and is an excellent addition. I wasn't that sure going into the season (vaaling things has never been that exciting to me). However, it fits perfectly in LE for a few reasons:
    - The weight doesn't seem to skew too negative and there are lots of useful outcomes.
    - Corruption adds more choice to gearing decisions and progression. It gives an alternative to just farming items with more and more LP for slams. It also means low-mid LP items (e.g., LP2) still have value even if you've already got the 2 slams you need, because you can now use the extra 2 LP version you find to farm corruptions as well. Previously, you'd reach LP2 and pretty much stop progressing with items because farming higher LP uniques was just too much of a grind

  2. Echo Chains are also fantastic. I don't even mean the themed ones - just the normal ones (via weaver tree) are so much QoL and make monos smoother. It removes the 'barrier' / 'effort' to grind monos - while clicking the next map on the mono overlow isn't any effort, it does add micro fatigue from having to do it / 'thinking' what next to click (although let's be honest you just move outwards so iit's almost a fake choice). The echo chain portals remove all of this. I would like to see LONGER chains (for just the normal themes ones) - hell, let them be infinite until the end of the mono map overal or perhaps the weaver tree aloows you to extend the length of echo chains. I also think echo chain should be the default for monos, with the weaver tree allowing you to switch back to the old point and click version.

dense sorrel
#

title: no cursor customisation is bad for a11y
feedback: please add size and color options for cursor, or change the default constrast, it's so easy to lost it when fight become a bit hectic, even more this seasons with omen windows, where so much happen, beam everywhere, purple glowing monsters, ...

versed shoal
#

Title: Stuck in wall
Feedback: Stuck in a wall inside a tomb. Can't escape with Shift, evade etc.

wind dust
#

Title: eterra's blessing targetting issues are even worse with omen windows
Feedback: Eterra's blessing is a build enabling skill through it's companion ability cooldown reset when you cast it on a companion, however there's no way to guarantee eterra's blessings land on your companion. There's very few measures to help you keep track of your minions in this game and in the chaos of omen windows it's nigh impossible to do so. PLEASE add some measure of companion auto targetting somewhere in eterra's blessing skill tree. this has been feedback i have given since beta.

forest cliff
#

Title: UI Update for mechanics inside Monoliths
Feedback: Allow us to toggle in game somehow to have Nemesis, Rift Beast, or Omen Windows to have the same effect as Tombs. It would allow us to target farm/not lose out on potential farming of these mechanics in echoes if they are something we need for our build. Can even use the same pulsing radar effect that Tombs currently use.

main smelt
#

Title: Omen's Veil Echo
Feedback: As a Necro is a Bug!! i cannot run through the Hit box of my own pets ! it makes it almost impossible to move in that arena ( doesnt do that anywhere else ... )

sweet matrix
#

Title: Monolith Reward Icons
Feedback: Please make the background colour a lighter hue and a bit larger so they can be more quickly distinguished between.

smoky vector
#

Title: Editing options for existing stash tab resets color/icons.
Feedback: After a stash tab color and icon has already been set up, if you re-enter the stash tab settings to edit any of the other options the icon and tab color are resetting back to no icon / gray color. Please keep the icon / color the same when entering stash tab setting so modifying item preferences on existing tabs doesn't take extra steps.

pallid patio
#

Title: Editing options for existing stash tab resets color/icons.
Feedback: After a stash tab color and icon has already been set up, if you re-enter the stash tab settings to edit any of the other options the icon and tab color are resetting back to no icon / gray color. Please keep the icon / color the same when entering stash tab setting so modifying item preferences on existing tabs doesn't take extra steps. (For me too)
And 2nd: If i duplicate tab with Tab Priority. Then want some changes on 2nd, while im changing 2nd duplicated tab, the main tab is changing also. Offline

wooden yew
#

Title: add colours back to the mono icons
feedback: you use to have the icons different colours to distinguish between set items and uniques and rares vs exalts, can you please go back to that or add an option too? thank you

hasty gorge
#

Title: enlard completition icon on monos
Feedback: its far to small now. if you spawn wowen in line and later back to complete all interesting echos which spawn around than its hard to found which one are complete. completition sign is visible just ich you zoom in

peak grove
#

Title: Eterra's Blessing Cast on Portrait
Feedback: I REALLY want to try an Avalanche Scorpion build with Eterra's Blessing, but it's way too hard to accurately cast Eterra's Blessing on specific minions in the heat of battle, let alone a Scorpion mother of 3! Especially with how erratically they move. Please add a function to hover over a minion's portrait on the top left (or better yet, let me move it to somewhere more suitable) to cast Eterra's Blessing on that minion specifically, regardless of nearest target to the cursor (provided the intended minion is in range).

dry helm
#

Title: Portal to reward room doesnt work in Offline Mode
Feedback: When u completed echo and try to move in reward room through portal, this portal just disappears and nothing happening. This bug make game totally unplayable for offline enjoyers. Many ppl on forum and reddit have same issue (i guess all offline players have this)

tribal dagger
#

Title: Omen's Veil Echo and Season 7 in general
Feedback: Omen's Veil - This echo is an absolute show of a mess. It does not go into my head, how this came to the live server. "Complete all at once"

Yes, the visuals look sharp and clear, but after like 5 seconds, the performance becomes an unplayable mess. Without perma screen clearing and perma flying with skills, this echo is just a middle finger to everyone you want to see "enjoy the game like you want".

The performance within these omens is just bad, even with very performant hardware.

The game became prettier i guess, In general i had the feeling, the game looks way better compared to before, but without permanently killing everything with one pop these omens are just a perfomance disaster. Espacially the "Omen's Veil" and the requirement to start all at once.

The season theme, after seven months of nothing new, badly visible inside the echos, with bad performance spikes and the requirement to start all Omen Windows at once for the echo.
You had playtester for this season and iam not sure, if the CT program got better after the big change to exclude some content creater, but seeing this mess, i wouldn't wonder seeing a lot of people leaving this game. There are obvious tweaks you have to make and they were visible after 20minutes of gameplay with it or the first interaction with the omens veil....

In my opinion this season deserves better. New interesting crafting tools with a new rune and idols and altars....

The altars in my opinion lack core structure. They need a more fixed way to get the hands on. Having 100% random stuff in there is not fun. I even found an altar that had no space for 1x4 idols (1 wide 4 high) but had an affix to boost sad ones. BAD
Clustered with corrupted items. Fun for the first 20 levels of campaign, a mess afterwards, at least we have options to filter...

Altars should come with a much more streamlined affix selection. Now, its just not under control how much you get. Why are some lines purple if they haven't an exalted stat, Tier 6+...? Makes no sense to me...

And again, for the omen windows itself.... difficulty is fine, but diffictuly through performance drops is bad.
And also... the permanent forcing to build around damage over time mitigationg also forces the players to build the exact same as everyone else... Less damage over time pls!

pure harbor
#

Title: Portal to reward room doesnt work in Offline Mode
Feedback: When u completed echo and try to move in reward room through portal, this portal just disappears and nothing happening. This bug make game totally unplayable for offline enjoyers. Pls fix that problem(I play on PC).

tribal dagger
#

Title: Season 7 in general
Feedback: Shadow nerfing weaver idols. 1x1 idols offer the same penetration values as the 1x2 idols... nothing was found in the patch notes?!
Why do you offer better stats through the altars but nerf the idols in the same breath? Why isn't possible anymore to get 23% of resistance on a weaver enchanted idol? I feel forced to use the non-streamlined, non-thought-through altar mechanic with barely readable stats they provide.

The new altar layouts are really fun to use, but the whole system isn't polished enough and i don't know how much of feedback you were given and able to geather and how much feedback has been considered to change stuff before the S4 release.

I don't know, i have a strong feeling, that you are trying to force player to use actively use certain meta strategies. Season 4 broke some of the freedom feelings i had for the game, cause of unneccasry balancing and unpolished content.

Best example is "Reflect shaman chest" "Thicket of blinding light. A single new thig that has been imnplemented to the game. A single factor, that changed the potential of a possible build, a single factor that was broken, but you didn't nerf that single new factor, you are running around nerfing ALL possible ways to hit that build even if it was just the chest, that has been added to the game. Why not just nerf the base item and let everything else how it was?

I do NOT understand, why you don't just allow all colors on the map icons?! It is a no brainer for me.
It feels so dumb to use a unique color on items that are not unique, because we lack colors.... We already have decent beams and text colors, just make the last logic step and add colors to map icons.... Why does that require feedback or suggestions?!

Stash is still a buggy mess. The more you play, the slower it gets. Overlapping pages, lags, delays. PLEASE ADD HYBRID HEALTH to the selection of rigid filters, so we can use hybrid health as a search... i don't get it.

UIs for crafting stuff... Please, whereever a stash option is, let me be able to just use the stash section and the inventory. At farsight turtle, it is not possible to use just the character inventory and the stash at the same time. One will close if you try... thats bad and you just had an UI developer at the stream....

It sometimes feels nonsense to deliver suggestions and feedback, because you don't know wheather it will be considered. The CT program had to see all the problems we face now and you will lose in the end, if obvious quality things are missing...

Please buff forging potential to items. Exalts are not fun to build, because 3 clicks can consume everything and everything beside nemesis loot is still dumb to craft on..... and then wondering why it is unique meta for years...

little belfry
#

Title: Omen encounters

Feedback: Omen encounters in echos are way too small, there is no room to be "smart" about your positioning. I'm currently playing a ignite build with very good clear, but it needs a second to kill and i just get swarmed and killed because theres is no room to position myself with the amount of monsters that spawn in such a small area. A build that can tank high damage boss hits that's having to do a coin toss wether the mechanic is gonna allow you to finish it feels terrible.

minor terrace
#

Title: Omen Encounters

Feedback: Omen encounters should have either considerably larger arena or there should be limit to how many "on-ground" effects can be spawned on it.
Even on lower tier ones you can have your arena be filled with insta-death degen pools and on-ground effect. It's like Venn's diagrams but overlap is 90% or the arena. Some are impossible or near impossible even when you get especially nasty map seeds with osprix mages and covenants of dominion.

There is also issue that already small arena can spawn near wall cross-section that even further limits your already restricted movement.
Those on-ground effects alone are fine while mapping because you have MUCH more wiggle room to dodge them and they are VISIBLE at all.

cursive saddle
#

Title: New map areas

Feedback: The new areas like maelstrom ledge needs some love. They work really poorly on lower end pc. Old maps are 40-80fps but these news go to 10 fps. Pretty much unplayable.

prime wadi
#

Title: Dancing Strikes
Feedback: Overall its great, 2 issues though.

First one, and more important:
There seems to be a LOT of issues with getting randomly stuck in tombs, not 100% sure its specific to Dancing Strikes, but certainly feels like it since it doesn't seem to affect Evade or traversals as much.

Second:
I think the "pointer area" that enables one not to move while using Dancing Strikes needs to be expanded, maybe even up to the range of the area of the skill or slightly less. The small area it has now makes it incredibly difficult to aim properly without "making the cursor go out of the area" and making the character move again.

Other than that, great work on the skill, feels great to play o7

iron vale
#

Title: New fractured Earthquake MTX
Feedback: the aftershocks from earthquake while using this MTX cause an unintended bright purple graphic line that stands out quite a bit. I will try to attach screenshot later. I submitted bug report in game but figured I’d post here as well

jade patio
#

Title: Dancing Strike Controller Bug
Feedback: the skill does not recognize neutral position and directional changes in motion from a controller.

timid sparrow
#

Title: Killing bosses and picking a blessing
Feedback: When you kill a boss in monoliths, please make it so that either the popup to pick a blessing is delayed until no damaging mechanic is left or make your character invulnerable while picking a blessing.

atomic gazelle
#

Title: Natural Wrath Suggestion

Feedback: Make EQ cast Upheavel instead or make it both way. It make more sense spamming GS into EQ. Spamming GS into upheavel makes no sense. The effort it takes to time the upheavel i do more DPS spamming normal EQ.

karmic zodiac
#

Title: Override stash tab priority hotkey
Feedback: Allow us to move items to the currently active stash tab, ignoring priority, when pressing a hotkey (ctrl+shift+rmb).

dense sorrel
#

title: unskippable tutorials are bad
Feedback: new tutorials for newer player is a really good idea. Not making them skippable is bad. got 800h in the game, i think i know how to craft. i know it's fast, but it's tedious and could be skipped honestly with an option

torpid scroll
#

title: Make Campaign progression more clear
Feedback: Super minor thing, but its always super confusing without having full knowledge of the game to know where the heck I am in the big picture of the games campaign. Having a clear 'chapter/act 1/2/3/4' etc would help I think. Right now its just a bunch of vomit on a map that looks like spaghetti.

thorn ridge
#

Title: Love the New Visual Tweaks and Rogue Skills!
Feedback: I've logged in to the new season a few days late, but I just wanted to say that I'm REALLY enjoying the visual improvements. Noticing updated models on a lot of weapons and the game just looks overall a lot better! Love this progress and hope that you keep going with this direction! I'd love to see some new voice acting for the main playable characters, too. Also I'm really having fun with the new Rogue skills! Even before I'm really into the new mechanics, I salute you, EHG!

left valley
#

Title: Endgame Progression and lack of connection
Feedback: Im playing in EU West server and i got stable working Netherlands VPN and my connection always drop in your game, which turn my endgame progression into nightmare. i have stable ping about 80-90ms, but sometimes its just autodisconnect on that one, or sometimes u can get ping up to 400-800 and still be in game and 10-20 secs after it back to normal 70-80 ping.
I just cant play game, and my requestion here, plz do something with your game, one thing i dislike it when i got kicked from game u just spawn in town, not on same point where u was kicked,
please do something with it, why game dont have save points which lead you to same spot before u was kicked ? u can call it autosave or something,

Its huge frustration when u play endgame map and u almost completed it and u got disconnected on random moment and ur map failed, i can understand if it was beta, but game released and u dont have exsuses to have things like that, and how players supposed to play in it in endgame and u uncomplete maps just because of bad servers or net connection?
Pretty sure its not first feedback like that, but i must ask about this, i hope u guys can find solution for it
Thanks for your work

lethal shard
#

Title: Omen windows should not spawn at the rear/map corner.
Feedback: omen window expands in a circle, so spawn them in a map corner make the area very limited. i don't know if it's intentional or not but most of the time, my omen windows are in the corner,

iron sphinx
#

Title: Blessings need to be re-worked.

Feedback: The blessing system as it exists today is punishing for players not climbing high in corruption. I ran 20 reign of dragons at 155 corruption and did not unlock all resist blessing, raised to 313 corruption and got it after 5 fights... this is frustrating for players looking for impactful blessings for their build, it frustrates them and they quit. Bottom line.

Blessings should all be unlocked by default at lowest roll. That way players that want to use them in their builds can without having to grind higher corruption

If they want higher than lowest roll , that is when they raise corruption when they beat a boss at a higher level corruption they can "Re-Roll" a blessing. based on the level of corruption when they re-roll can dictate chances for rolling a higher value. This allows players that want to pursue min max on their blessings the ability to do so by climing corruption levels but for players just looking to round out their builds casually play at lower corruption levels they can get access to the blessing they need all be it at a much lower power level.

next tinsel
#

Title: Black hole is scuffed

Feedback: Sometimes it doesn't pull, even with pull strength and area, Also with the node allocated that makes the centre hit, it only hits once and never crits, I was expecting it to crunch enemies that hit the centre & The pulsar the node, visual part of the hitbox is screen wide and literally blinding (its like a flashbang going off), yet the actual hit range is tiny?

flat wren
#

Title: Lethal mirage Champion Omen

Feedback: the mirages attacking the invulnerable Omen and they prefer it cause in zero damage and makes the fight WAY harder and I m not able to finish that echo.

upper geode
#

Title: Emerging Terrors Can "Miss"

Feedback: The new Emerging Terrors node on Volatile Zombie (chance to apply a Dread Shade to a manually summoned zombie) appears to occasionally be dropping the Dread Shade on a different minion. Every once in a while I'm seeing it land on my bone golem or skeleton mages instead. Dread Shade isn't on my hotbar, so it has to be coming from the volatile zombies. I haven't been able to repro outside of combat, but in combat it happens every couple of echoes -- maybe tied to Effigy of Combustion?

lavish shale
#

Title: UI Item labels scaling

Feedback: I'd like to be able to make my item labels bigger without having to enlage the entire UI, as far as I know it's currently not possible.

small raptor
#

Title: Shop notifications
Feedback: That purple text that pops up randomly over the chat UI, we should be able to turn that stuff off, or if it is dire for us to see it, put a banner on the login screen.

cunning raft
#

Title: The problem with AI minions

Feedback: Need a fix for AI companions so that they don't target them when they're in immunity during battles with new bosses, as you don't have enough time to use the companion attack button due to the active combat.

thin anchor
#

Title: Smelter's Wrath trade-offs
Feedback: Smelter's Wrath has a number of nodes that care about time spent charging instead of how close to doing a full charge the attack was, with only 3 nodes caring about the full charge. This means that if you charge faster because of the charging speed node or having increased area for melee skills, you're gaining much weaker bonuses from most of those nodes, which feels awful when equivalent "big" sentinel attacks like erasing strike, forge strike and judgment have comparable damage to a full charge while also being much more spammable.

cerulean yoke
#

Title: Item corruption can be too punishing

Feedback: For a new player or for your first character of the season, it's too punishing for corruption to completely change an item to something unusable. You guys essentially added a chance to delete the item while corrupting it. In my case I grinded for a primordial helm that unlocks a build. Respecced my build to that one, slammed the item, then corrupted it. It change the item into a yellow which is essentially deleting it. I am ok with gambling and bricking items. However, completely deleting the item is unfun and too punishing. I am now stuck and have to spend a bunch of time trying to spec back into an old build which is a poor experience.

TLDR: Corrupt item is super fun but the worst punishment you can get on it which is changing the item into a low level crap item is too punishing and unfun.

jaunty lark
#

Title: Chat box font
Feedback: Its been a while since i played, but the chat font seems incredibly hard to read for me. Would really appreciate if someone took a look at it

ashen tree
#

Title: Prophecies
Feedback: a Search function to highlight prophecies we want for example one with rift beasts,one handed swords, etc...

gentle jasper
#

Title: Skill changes - Shatter strike
Feedback: I don't like that I still have to take 2 point of global cold damage to get repeat node, when I also convert the skill to lightning - global cold damage points are wasted.

stray marsh
#

Title: Triple Omen Windows
Feedback: This is basically impossible to survive on a lot of builds/ classes. There is far too many dots, too many ground effect and theres so many mobs and screen clutter I cant see a thing. Rare mobs are hidden and I cant target the, you get things like 'allies take less dmg' spawning and suddenly you can only tickle mobs, you have high dmg slow moving mobs hitting you from across the screen because you can't see them. Clearly when designed this was not tested outside on some ultra tanky class like sentinel. I'm trying to do this on a LB mage who walks through corruption 600 with ease and i've dropped down to 300 too try and do this and I still can't. I can kill mobs just fine i'll just random get 18 stacks on poison or such on me within 2s and die. Its so badly designed.

iron sphinx
#

Title: Stash Tab Costs

Feedback: Stash tab costs need a cap... Im currently putting together several alt character using universal filter for finding gear for all my builds... and spending all my gold for tabs to store items in is ... well getting ridiculous I'm literally at 100K for my last tab. If this just keeps infinitely scaling soon I just will not be able to buy tabs, it would be one thing if gold earning kept pace but it doesn't ....i am at 1,060,000 gold spent for storage tabs....I think they should cap out, make the cap 50K, 75K, I mean you could even make it 100K but paying anything more than 100K per tab is just pointless and causes frustration for players storing gear for many builds/alts in the same inventory chest.

woven junco
#

Title: Characters Missing

Feedback: Right now when I load the game, it shows none of my characters. Exit game and relaunch and my characters are back.

I would like to load it once and see my characters.

visual herald
#

Title: Rift Beast Flame Beam

Feedback: PLEASE adjust this thing's hitbox. I'm quite literally getting hit while standing behind this thing while it sweeps.

flat wren
#

Title: Guile is bad and why

Feedback: it’s just not worth it, with cd recovery on my belt and boots on I get 0,3 cd recovery from guile. I have 136 guile rn. It’s just not worth it for the price of less arm yareyare. It needs a buff

limpid mason
#

Title: Game Stuck
Feedback: When I play the game, I often encounter situations where I can't move or use skills. I can open a portal, but I'm too far away to enter, so I have to quit the game. This happens very frequently.

grizzled mulch
#

Title: Filter Resources
Feedback: I would love the option to hide things like shards, glyphs and so on, currently it only lets us use the show option and not the hide option

inner cedar
#

Title: Skills - Builds
Feedback: The Doppelganger set is very well designed. Hopefully to see more of that flashy fun build defining mechanical items like that in future.

spring mortar
#

Title: inventory management
Feedback: I want to play on standard, but stash management is such a nightmare once it starts filling up that it feels overwhelming to play. I typically don't play season in last epoch but felt forced to this season because I was spending more time in the stash than playing.

remote orbit
#

Title: Omen Windows - Visual Clarity

Feedback: The visual clarity of Omen Windows is lacking greatly, even for ARPG standards. It's somewhat okay for the T1 Omens which spawn 1 Omen, but with 2 or more it becomes nearly impossible to see what's going on. The Omens are far too large for the screen, the distorted effect that occurs when you enter an Omen circle and
spawning mobs such as the large crabs worsens the issue.

Combine that with poison mobs that explode on death, champions that can cast a 1 shot aoe and the fire dot/void burst that the omens can do, it's incredibly hard to see where these aoes are and results in unavoidable 1 shots.

Attached is a picture demonstrating what I'm talking about. Funnily enough, a champion was casting a 1 shot aoe at me from off screen here. I had no chance to see it.

Also, for my eyes, Flame Reave looks incredibly similar to the fire aoe that the omens cast. It's really hard to distinguish between the two in combat.

lyric quail
#

Title: Rift Beasts Aren't Bosses, Except When They Are... It's Confusing
Feedback: Rift Beasts aren't Bosses for any Weaver Tree nodes, but they are Bosses for Prophecies that progress on "Death of Boss". It's confusing and can lead the player to make bad Weaver Tree decisions, choosing nodes that don't actually work in the scenarios the player thinks they will. There should be both a functional and a wording pass to make sure it's all accurate and consistent (and maybe open up some fun Weaver Tree interactions with Rift Beasts).

wooden yew
#

Title: The meta is stale and needs a rebalance
Feedback: i guess its a controversial opinion but this is now the 4th season ballista builds have dominated leaderboards, like i understand theres no bugs in how it works and such but like how is there any room for other builds to have even a chance against this? like i dont know the answer of this build needing a nerf or things need to start getting buffed, but its just confusing how there were plenty of nerfs for some of the strongest builds, but the one thats been clearly overperforming all this time never gets touched?
now i do very much love this season, the corruption runes alone have added many hours of gameplay and grinding to do which i love, but like it just feels bad that if i really want to push corruption im forced into a build that really is just a bag in the wind for and you just hope you never get hit, or keep dying and beating your face against the wall until you get that one win in 50 tries

so all in all, going forward id just love to see some major changes, i remember a long time ago there was talks about 300 corruption kinda being the sweet spot for balance (correct me if im wrong) but its just in this day and age with uber aberroth and seemingly like higher corruption being the thing, it would be nice to see alot of the under performing skills and builds to receive some love

dense sorrel
#

title: omen corrupted loot useless
feedback: omen corrupted loot feels useless passed leveling/early mono. with prevalence of legendary, there is no way i'm using one of those items, 1 chance in a million i get something usefull

#

title: optimization on high end computers
feedback: game don't work really well on high end cpu, Ryzen 9 7900X, only use 4 cores and bottleneck on those. GPU always waiting for cpu and do nothing

shut cliff
#

title: reorganize the gameplay option sub category into two sub categories
feedback: All but one of the gameplay sub category are visual gameplay things, feedback numbers, customizable healthbars, minion healthbars, etc. But the disable automatic potion use on pick up is a mechanical gameplay change. I'm not sure if its me being blind but I scrolled through the option menu about 50 times until I asked where the setting was and finally found it. Could gameplay mechanical settings get their own category in the settings menu separate from the healthbar stuff?

haughty sage
#

title: Easter Eggs
feedback: While easter egg are always fun, is there anyway some of them can be revisited/removed until there is actually something they do? Examples - Broken Key for prophecy CoF rewards, Overgrown Alcove

meager cloak
#

Title: Allow custom loot filter styling option for solid labels
Feedback: It would be really nice if when selecting a custom color for a rule, we can toggle to force the solid label style (ex: uniques, set-items, rare glyphs, etc). I'm color blind and really struggle to differentiate text colors. Although I can see a difference between these colors side by side in the loot filter options, seeing the actual items on the ground with just the text colored differently they look almost identical and hard to differentiate. Being able to force it to show solid filled-in backgrounds gives a lot more contrast to be able to tell the colors apart for me.

gilded edge
#

Title: Cleanse on Evade should be a standard affix
Feedback: Currently, cleanse on potion use is the standard for belts and movement speed is the top choice on boots. We finally see an affix that expands the options, but it's locked behind corrupting items.

I think that if this affix were in the normal pool, it'd open up more for options building.

steep karma
#

Title: Incoming damage and it's strenght
Feedback: I honestly think the balance of the game is starting to be great. I'd like to point out a few things. Some mobs do far more damage than others. I feel almost every elemental is wrecking my health pool more than any other mob type. Especially with a melee build that I need to get close to kill it and it does a cone towards you. I think that should be brought in line.

Also Slugs do insane dot damage. Without a cleanse you can't survive for long and then another slug comes and does it all over again in an omen window.

Talking omen windows, the buffs champions get feels a bit too high, or the champion base damage could be re-visited. In a vacuum I think champions in the main game is fine, some hurt a lot but you can almost always survive even if you play it even somewhat good. But in an omen window, there is so much clutter that you simply can't see ground effects and charges coming all that well. This is especially bad on builds that have to stop to do damage. You end up in a point where you can essentially one shot everything even kill bosses in seconds, but because a void charge boi chunks 7k of your like through full resist and semi-high armor, you need to go way down in corruption to do omens vs any other content in the game. And at that point it's to a point where all the challenge is gone because you kill everything instantly and nothing can kill you just because you don't want to get one-shot.

Think it also makes us feel that the omen windows are harder than the actual pinnacle boss fight you get to do after completing them.

Thank you for reading and keep up the good work. 🙂

marble obsidian
#

Title: monolith search feature lacking functionality
Feedback: The monolith search bar should be a bit more useful. For example, typing in 'chain' or 'echo chain' does not currently highlight echo chains. typing 'stability' does not highlight stability echo chains. those ones seem like obvious ommissions, but if you're looking for additional suggestions to make this more feature-rich, here's a couple: typing 'reroll' should highlight vessel of chaos echoes. it would be nice if typing 'nemesis' would highlight conquored tower woven echoes. and finally, make the highlight effect more obvious and easier to see, especially when zoomed out. Thank you!

wary wraith
#

Title: Fixing the experience with stash

Feedback: Currently I feel a little bit of friction when interacting with the stash.
I think it used to work differently. I hope there will be some fixes to the stash.
So editting stash doesn't reset the color
or that stash remembers last selected tab

marsh arch
#

Title: Wildfire buff
Feedback: Can you please buff the wildfire amulet and just wildfire in general. This item sounds so cool but it just doesn't seem to work at all

sinful oracle
#

Title: longstanding issues that feel super bad
Feedback: swapping items with +skill level (sometimes I need to respec points just to fix the tree), no indicator or hotkey of last visited mono timeline, and frame drops during combat

gilded edge
#

Title: Too much work to get corrupted Attributes
Feedback: The new corruption stuff is nice, but it's absurdly difficult to get corrupted attributes (brutality, apathy, etc) on specific amulets. It's such a painful process that it's not even worth factoring them into any build. These desperately need a targeted system, or at least a way to limit it further.

I don't want to be tied to Exulis or spend more hours trying to farm the same unique, the same exalts, make the legendary, then corrupt it just to get nowhere.

west vale
#

Title: Offline mode monolith portal sometimes does not work
Feedback: Just got into monoliths, finished my first map, but then when I tried to portal out the portal didn't do anything. Did a restart and managed to portal out successfully on my first 2 maps but then couldn't portal out of the 3rd map.

solar hound
#

Title: Altars were a good addition but feel hard to use
Feedback: Altars are a good way to change up idol use, especially with corrupted idols, omen idols, etc. However, they are fundamentally hard to parse through when you start collecting them since there is so much going on (idol limits, refracted slots, tiers of affixes on the altars themselves and so on) It makes them extremely convoluted to use since they are all so generic (meant to help any class). A good future addition or suggestion would be to re-work altars slightly to have more straightforward stats that are less specific or even have class specific altars. As it stands right now, altars feel like Diablo 4 at launch " gain a small buff, to this one skill, at midnight, when the moon is in the fourth phase, and it's a tuesday" kinda vibe.

austere pawn
#

Title: Asking price must include tax (merchant guild)
Feedback: Terrible system. You set a price, and the system adds 15% tax. If you want to set a bit lower price than others, you have to calculate the price plus tax. It would be much more convenient the system will deduct the 15% tax from the selling price.

coral stump
#

Title: Evolution's End lacks a purpose
Feedback: I love the rift beast minion but I can't justify equipping an item with no stats on it. Could the minion be made permanent maybe to enable some fun builds without re-introducing the issues caused by +2 all skills?

static hound
#

Title: CoF lenses feel clunky
Feedback: Instead of being actual items, I wish CoF lenses would have their own UI/UX, so we could take them out of a specific UI stash and switch them around and collect them

lyric quail
#

Title: Patch - Arenas Feedback
Feedback: Arena: Random events can no longer spawn in arena nor arena echoes (Exiled mages, Loot lizards, Nemesis, Caches, Champions) except those that are spawned as part of the waves (Rift Beast). is a disappointing change. Unless the Arena nodes in the Weaver tree get significant improvements this makes Arena echoes really uninteresting.

prime wadi
#

Title: Added blocking of movement if full-screen panel is open.
Feedback: Why? who asked for this really?
Its just an incovenient change that's going to cause problems for a lot of people, especially the people who have been playing the game the longest since we're already used to being able to move.

marsh osprey
#

Title: fix stash tab filters
Feedback: When I edit a stash tab filter the color and icon used to remain set to what it previously was, it is now changing back to default gray and no icon every time I interact with it.

craggy gorge
#

TItle: Aura ranges
Feedback: I am currently playing Judgement Aura pally and have to face tank everything because the aura does not do damage unless in melee range. This need to be expanded to longer range for 2 reasons; 1) when you try to get close enough to enemies to kill them, if in an omen i "slow walk" or have conflicting movement due to the games attempt to move me through pixels other objects are. This can delay my responses and overall ability to stay alive, 2) using Holy aura, you see the effects on allies across the whole screen, I do not need to stand right beside them to give the buffs. Warpath has a wider attack range for a melee attack than Judgement converted to aura does. I have no problem recasting judgement to have the aura uptime, but it should really have more attack range that breathing on the enemy. I also was looking into the Aura Spellblade option, and reviews are saying it is face tanking too. Could this get a boost to its range? spell chuckers are typically not built to be face tankers

fringe carbon
#

TItle: IDOLS PRICE CHECK DEATH
Feedback: IS IMPOSIBLE TO PRICE CHECK IDOLS WITH shift+right click...will auto fill only " LARGE IDOL" no mods....YOU WANNA KILL THE LEAGUE??????????????????

left sun
#

Title: My wife and my feedback
Feedback: Both of us - Loves Environment art - it's our favourite aRPG in category of level design/environment design. Also in music category. Crystal Lake music is beautiful and filled with that pleasing crystal ambient - so immersive and good work.

From minuses - we really think mob sound design is worst from all arpg.. how much noises "human" enemies made is really over-stimulating. How much exiled mages spam voice lines and human enemies do "oh,ah" sounds make us disabling voices at all. We are rating it as immersion worst part of the game.

Another worst thing when we still love the game art-design are visuals of characters and armour design. It's also categorized for us as worst in all arpg's 2/10 scenario. Crab armour on primalist as example. For here there's no character that is visually appealing. I don't know why we can't have appealing character. (As example look at grim dawn upcoming DLC to cover art at this ginger-haired berserker girl - do anyone chose primalist model?

From me: I see how much love some aspects of the game gets and i love to work some day in so passionate team. From other half i don't understand why some elements so contrast to so good music and level design the armours that are not appealing on any class (maybe acolyte fits) with 0 visual progression. Someone missed what "video game" immersion comes from in my opinion. It also decrease compatibility with premium skins - making us less tend to buy skins and we can't mix-match as nothing match.

gameplay: Both of us started to just running around lvl 70 monoliths - mobs have to low amount of life and game starting to being walking sim without any engaging in active gameplay. I wish for weaver tree to allow boost HP of monsters to make game less stimulating - slower but more rewarding per one map with EXP. To more define how game is played in term of pace.

deep beacon
#

Title: controller use in passive UIs is more difficult and obtuse.
Feedback: previous patches I've had trouble moving from some nodes to others in any given passive tree. Usually moving one that's at an angle is problematic. I need to get in the same row or column as the passive I wish to move to.
This patch with spellblade I've noticed a couple passives I can't get to at all without having to use a mouse.

It would be nice if there's a way with the controller to move diagonally in the passive trees.

Correction: it's not just diagonal. I have volka's razor in spellblade tree selected. I press right to goto burden of knowledge. But the cursor goes to bladeweaver.

fair marten
#

Title: Enemy DoTs can crit but mine cannot
Feedback: When an enemy can crit me with their damage over time, but I cannot do the same to them, I feel a strong sense of cosmic injustice. Bonus suggestion: make my DoTs crit.

lyric quail
#

Title: Game Keeps Locking Up & Crashing Since Patch
Feedback: The game consistently crashes about 2-3 minutes after launching taking the following actions:

  • Start game / log in (shows 26ms latency, so not high)
  • Load into The Observatory
  • Waypoint to The Frozen Lance
  • Open Empowered Monolith
  • Load into Frozen Woodland (which at this point is destabilized and has no reward from the game crashing but I'm trying to push outward to raise corruption)
  • Begin exploring for the objective
  • Game suddenly grinds to a halt out of nowhere, freezes cursor (can't even use other windows while it's doing this), can't F8 when it does this either, then some type of Unity window pops up with a progress bar and no other information, then the game crashes completely and closes and the cursor becomes operable again.

This happened three times in a row. Not going to bother to confirm it will happen a 4th time because I'm sure it will.

edit: came back to it 7 hours later, it's still doing it. something in this patch is actually game-breaking (in certain instances, since obv not every player is affected).

unique mason
#

Title: arena change
feedback: Arena: Random events can no longer spawn in arena nor arena echoes (Exiled mages, Loot lizards, Nemesis, Caches, Champions) except those that are spawned as part of the waves (Rift Beast): At this point why not just remove arena?
barely anyone i know ever touches it to begin with, let alone now, why would we do maps with inferior rewards that we cant target 100% anyway, we can turn off arena's from showing up but cant turn off other type of echoes?

obtuse prairie
#

Title: Price checker doesn't work anymore with idols
Feedback: Doesn't work anymore. It only fills out the idol type and nothing else

atomic gazelle
#

Title: Bee Set and design philosophy

Feedback: Todays critic is going to be a little harsh. Time and time again i see something design which just makes you think, are they just trolling at this point? Let just take the example of the new Bee set. What is the purpose of this set? From the outlook its obviously to play minion/bees. Looking into the stats of the item you have flat/attack speed but you also have bleed and poison chance. looks nice. But if we look deeper, WHY is the weapon a MACE? not only does the implicits makes no sense whatsoever, but you cant craft it to have minion damage over time. IF thats the case, why give it bleed and poison? Honestly it just look like something someone slap together that is totally incoherent. Like you could make the design GOOD but you choose otherwise? If its too powerful, you could always nerf it later but to make it a mace makes absolutely no sense design wise.

unique mason
#

Title: Revert weaver tree nerfs.
Feedback: gearing feels horrendous now you have taken any deterministic ways of gearing and spat on it. now its just rng rng rng. this has been a big step backwards. corruptions dont feel good adding another layer of rng on gearing either. so lets take any good ways of gearing away..now not only are we not gonna stop here we will add more layers of rng..

amber magnet
#

Title: Performance with different maps/encounters

Feedback: Some maps/monsters and effects are out of order in terms of performance. Around 60-70% of above are fine, stable 90 fps and all smoth. BUT . Sometimes I encounter something that is hard to reproduce , maybe random moster attack , death animation or map effect that cut my FPS in half ( sometimes even more). After witnessing such anomaly rest of a map is also cursed with 30 FPS gaming( sometimes its fixed after moving away from source of this). All goes back to normal after returnin to hideout.
Also some maps are just extreame in terms of resource consumption e.g Beast map with linear layout with beast portal at end. Some arena maps also couse this problem.Same with first area after Necropolis / ? lack of spear ? cut scene.
I also suspect memory leaks in game since restart is required after 3-4 h sesion.

sweet sonnet
#

Title: WTF is the Pinnacle of Chaos?
Feedback: Good idea in concept, terrible in implementation. Things in particular that stand out from dying over and over for 1.5 hours (no modifiers, just the arena):

  1. The Fireball Orca champion has at least 2 OHKO moves - Flame Talon & Firebomb. Talon is particularly bad since you're often running away and can't tell when it's about to use the move.
  2. Drawl Keeper's Caustic ground and any Carnage Champion blends too well with the background.
  3. Any combination of Ziggaurat the Ruin and the Silverback Champion is pretty much a death sentence due to how aggressive they are and Zuggaurat's Void spikes are practically OHKO's.
  4. Any combination of a "heals when not taking damage" or other regeneration and "nearby enemies take much less damage" modifiers is basically instant death for you.
  5. Portal champions are insufferable because of the "teleports behind you" mechanic, especially if it's an aggressive champion.

Any mention of OHKO's are attacks that were found to do 3K or more damage without critting.

marsh arch
#

Title: Feedback of league
Feedback: I was very skeptical of this league after your amount of downtime inbetween each one but credit where credits due, this is very enjoyable to play at the moment. Given theres a fair few issues, like servers and connection. The skills effects look a million times better, the items, base types and new set items are AMAZING...especially the new rogue sets for shadow cascade, such a fun build. The game over all looks a lot better and heading in the the right direction. Things that need improving i think are 1. Enemy ground effects need improving for visual clarity, especially in the omen window. 2. The imprint system just doesn't feel like its working at all, the nerf i think was far too strong. 3. Please dont do paid classes...this will kill the game 100%, please consider doing paid stashtabs like GGG does with the unique and other mechanic tabs..i really want this game to succeed but the class payment will kill it. I hope you can get more consistent with the regular league updates every 3/4 months and be a real competitor to the arpg scene

boreal obsidian
#

Title: Blocking of movement if full-screen panel is open.
Feedback: This Quality of Life fix feels like a step backward for gameplay flow. It makes basic actions like allocating skill points while moving much less efficient, especially during leveling.

Being able to move while managing menus was a really valuable quality-of-life feature, and its removal makes the game feel more restrictive.

I’d strongly recommend reconsidering this change or providing an option to allow movement while menus are open.

winter mauve
#

Title: Steamdeck Issue

Feedback: On Steamdeck, when you go to look for and choose an affix from the Forge -- there is no way to scroll down. This would be a huge fix since I can only play on the Steam Deck due to disability 🙏

silver rivet
#

Title: Why do all fo the in-game UIs cover the health globe? (RIP HC char)
Feedback: Passives, Character Sheet, Filter Menu, Skills Menu... They all entirely or significantly cover the health globe. It makes "making changes on the fly" extremely dangerous in HC. I just pulled up my Passive screen for like 5 seconds to allocate a point and got jumped by nearby mobs and instagibbed.

I mean... look at this. Is it necessary? Can the outer borders be partially transparent or something.

feral venture
#

Title: Omen windows are crazy and it's great
Feedback: Just did my first Greater Omen window and that was wild. Feels very distinct from the existing encounters in a good way. Way too much happening to keep track of, which will probably be a problem at 300+ corruption, but for now it just felt like a crazy fight.

untold stratus
#

Title: No middle-ground of High EHP vs. zHP
Feedback: The game lacks any meaningful gap or blend between zHP (glass cannon builds) and High EHP (tanky builds). Bot HC and SC are split between a huge rift for both leagues. There is zero incentive to play a solid blend, mostly because there is insanely stale build variety and mechanics because of this.

The biggest offender for this issue is high health + ward layer scaling with insane generators, or insanely high dps builds with gimmicky stale mechanics like Silver Shroud making any form of EHP useless.

A LOT of balancing needs to happen to make a huge variety of build way more viable and fun to play.

agile sandal
#

Title: Added blocking of movement if full-screen panel is open.
Feedback: Whats the reasoning behind this? It feels so bad during campaign managing my passives/skill points full stops my character and makes it way easier to die.

ornate copper
#

Title: Additional dungeon skip past Temporal Sanctum
Feedback: Before the addition of the latest act, finishing off Temporal Sanctum for the final two passive points and idol slots felt great, feeling like you could focus on your charater. Now with the addition of +1 to all attributes, I feel another skip for your alts would be hugely beneficial. Whether that is another dungeon, or simply a strategically placed ancient portal, I feel this would make progression past your first character feel far smoother!

tribal dagger
#

Title: Communication & Mods
Feedback: A little bit of a different feedback...

I really have to say, that the mods on this discord really do a great job, this goes to smaller individuals without a specific role aswell. The amount of time and effort they spend really leaves a good feeling about this community. I cannot say anything about the ingame chat or something, but this discord looks pretty awesome overall.

It feels like, there is always someone here to ask and help and i know that espacially the "ask the dev channel" is a hella work to accomplish, so just to say it in easy words...

Thank you!

For the communication on EHG's side i think, after the acquisition and the feedback that came a long with that and the breakup that happened on parts of the community, you are doing an awesome job aswell. Inside the discord, because that is my main source of info/feedback/help, the presence here is amazing!

"Eterra monthly"
It looks very clean. I wish you could share some infos on what bigger feedback points you as a team are thinking about and what general concerns the community has and what you are trying to do on that end. Seeing tons and tons of posts in those channels are interesting to read, but we don't know on what state those posts are on your end.
In my eyes, i would be cool to have a place of gathered infos, what you already collected, what you are working on, what priority some things may have, what feedback was collected but rejected for whatever reason and whatever else, just infos and feedback from YOUR point of view.

It would be cool what YOU think about omen windows, what do you think about our feedback and so on. This counts for every content we have, not just the newest one. Beasts, Nemesis, Mages, Bosses, Dungeons...

I think, the community would appreciate YOUR take on some things.

"Pre Season Hype"
I like the hype, that is generated through the streams mostly Mike helds, i guess the community is very thankful for these fridays and it seemed Mike itself has a lot of fun too.
In general, more members of EHG itself could join those streams, if they want to, maybe even Judd. As for the last stream with Justin, it really brought fresh wind into the format and having muffin and Kyle on the stream was a pleasure aswell. Having data and thoughts shared is very interesting.

In my opinion Season 2 hype time was much better. I guess it is always clever to use every option that is available and some streams with bigger members of the community would help spread the word better. Having streams with streamers and members like Karv and so on, showing some stuff ingame and talking about these things were awesome.
Maybe, within your new structure, these will come back.

Overall, i think barely anyone is as open as you are. There were some bigger No-No's last year, which you know of, but EHG is just top notch when it comes to communication. There is space for more and i think it would be valuable to know what feedback/suggestions is on the list now and how you think about the Top 50 about them, but maybe this will come at some point.

In the end..... keep up your amazing work. This game is just awesome! Gregory

calm tapir
#

Title: Corruption and build
Feedback: hey ! This is my personnal feedback about season 4 in last epoch, my goal on this game is to make a maximum of build and found high end game gear score (like double T7 on every 2lp unique).

Corruption : to be honnest, i dont like. RNG is too high, and its impossible for me to brick a 2lp unique item with double T7. Unfortunaly i dont play with that.( On my exemple i play cold heartseeker, i need a reign of winter 2Lp with double T7 bow speed and Crit, icicle corruption is great but imagine the time to farm a double T7 bow, the time to put in a 2LP to finally get the risk to have ur item bricked ? Nah sorry 🤣).

Build : i found this season very poor in New build (except for bladedancer). Not many New unique and not many change :/.

Marksman : this classes is always behind other except for broken build (one per season except this one), we dont have many unique and your tree is very poor...

Thank you for Reading, i love last epoch ❤️

pale summit
#

Title: Dualsense Rumble
Feedback: Just wanna say i really appreciate the addition of gameplay rumble and support for adaptive triggers on dualsense controllers. Really nice touch and feels great

keen adder
#

Title: Imprints Feel Underutilized
Feedback: Imprinted item data in general feels like something that should be used far more aggressively when generating loot for players. It's an extremely common problem in ARPGs for ground loot to be overwhelmingly worthless from the perspective of the player, and you've designed a system where players can literally tell you "these are the affixes and item types I value, give me more like this please" -- but then you're barely ever using it to actually influence item drops. I'm not saying the imprint system needs to trigger more (though that would be welcome) but rather.. asking why isn't it being used to influence general loot drops at all? Like, if you see a player imprinting an item with several (quite rare) affixes on it.. why not use that information to make loot in general drop more frequently with those affixes or that item type? It's like asking a person what type of ice cream they like (and they respond "bastani sonnati or honey lavender") only for you to completely ignore their response and just give them vanilla 100,000 times in a row. As a slightly less ridiculous example: consider the possibility that a player imprints an item with T7 strength on it. Perhaps that means they want items with strength on them, and you could generate more random items with strength instead of other attributes? Just something to think about.

inland roost
#

Title: Death animation missing
Feedback: I was playing judgement aura paladin and when walking into a pack of mobs, they just disappear, no death animation, no damage effects, no nothing. Just like someone turn them off. It was very confusing and distracting. Was it a ME problem, or someone else noticed that too?

feral venture
#

Title: Second phase of Omen encounters surprisingly short
Feedback: I keep being surprised by how fast the Omens go down once their invincibility drops. I'm pretty early still, normal monos, and certainly if I'm fighting 2-3 omens at once then I don't want them to be huge piles of HP, but it does just feel surprising how fast they drop. If nothing else, they should probably take reduced damage during their startup animation, it feels kinda silly to have this absolutely bonkers phase 1 and then i just slap them and they keel over without doing anything in phase 2.

#

Title: Omen voicework impressively creepy
Feedback: The voicework on the omens is really really creepy. Well done, they are genuinely unsettling.

warped atlas
#

Title: Invincible Enemy Packs
Feedback: In some echoes i just run into straight up unkillable mobs. According to the damage numbers i do deal damage but their HP just won't decrease and they will follow you everywhere making it really annoying to fight bosses.

#

Title: Bosses can be invincible, too
Feedback: Had the same issue above happen to me again. This time it was a Riftbeast summoned from a Rift inside an echo.

steep viper
#

Title: Ailment Corrupt on Boots is 10/10
Feedback: Thank you for putting ailment immunity on boots as a corruption affix, 10/10 probably the best thing about this patch despite everything else.

small nebula
little mirage
#

Title: "Ting" sound sounds wrong
Feedback: The default sound of picking up a Temporal Keystone kind of sound like I failed or perhaps locked in something in a UI rather than indicating I picked up something.
(in my opinion ofc)
Drop sound is fine, pickup sound is not

late idol
#

Title: Added blocking of movement if the full-screen panel is open.

Feedback: The option should be a choice if the change is going to be kept. It feels awful to be running to the next pack of mobs, or away from mobs, and stopping for 2 seconds because you want to skill up.

I've got the UI scaled down so I can see more of the game to do this. So Mike's reasoning for the change on the dev stream does not affect me at all.

fallen trench
#

Title: DoT defenses. For Health, Mitigation is better than Counteracting
Feedback: Regen should counter DoTs better. If a DoT does 50% of my life per tick, I still lose that life even if I regen 50% of my life per tick. I can recover that life passively, sure, but I am for a short time vulnerable to a big hit that I'd be able to survive if regen counteracted DoT more directly. Ward doesn't have this issue since it continuously generates even before the tick hits you, in effect preloading its counteraction

blazing crescent
#

Title: This season just ain't it. >50hrs, 2 characters, gearing woes, too grindy.

Feedback: Been playing since S1. 638hrs on account. Main has been Warpath VK, but played other classes & builds too. I really love this game, so this isn't just complaining, it's just concern <3.
-1st char S4 - fire necro minion - Ash Wake, worked with different combinations of skills and passives. It turned the playstyle into a much more active playstyle but it didn't feel any more powerful or capable than AFK zoo build. Also plateaued pretty hard after 100s...
-2nd char - Warpath VK - campaign too slow and grindy, movement speed nonexistent (more below). Twinked out with T7 Dreamthorn, felt like an absolute grinder. Not ideal when you force us to play through the campaign for every single character.
-General campaign feedback - really need to consider an alternative leveling method for those who's already done the campaign once per season. The skips ain't it. We need passives and idols unlocked per season account-wide. I'll happily play the campaign once per season, but its getting really tiresome to do over and over per character. Now that you've increased the difficulty, Soulfire skip was a no-go for me.
-S4 Gearing feedback - 1) This was a problem in S3 too - Channel Cost affix is WAY too rare. 2) COF rep gain feels much slower this season. 3) Can't slam T7 affix on a corrupted non-LP Titan Heart. None of the corruptions are worth losing LP. 4) I can find T7 Necro-Res on boots all day long, but no T7 Speed??? 5) Corrupting items just ain't it, not worth the gamble, ever. 6)Already up to 3 tabs of Idol Altars - complex for complexity sake, more "filters" to slog through.
-S4 Summary: more difficult, more chores, more filter and stash management, more grindy - - all for the same top performing builds. Feels pretty unoriginal and uninspiring.

See you in S5~

weary basin
#

Title: Sort Button Needs Improvement
Feedback: Currently the sort button doesn't do a very good job in sorting uniques. It would be nice if uniques were sorted such that all uniques of the same type were sorted together. Currently it does this a lot of the time, but will often not do it.

vestal ivy
#

Title: T6 Filtering
Feedback: Trade is miserable for finding t7 + t6 exalted items, please add this feature. Its like the number 1 most frustrating thing while playing MG

slow perch
#

Title: No information for some aspects of the game
Feedback: Aside from my getting confused that Brewmaster's Buckle makes all health potions into beer that I wanted to check if the item has any information about that, I notice that it has nothing to say that will be the case. With this as an example, there are others, like: Weaver tree nodes that give a chance that is nowhere noted, like: Abyssal Trap (shade ambush), reflections of oblivion (woven echo drop chance). These are the only 2 nodes that do not make something guaranteed to happen with no information about how often we should expect this to happen. I.e. Shade ambush, apparently is such a low chance that one can never see it in a season, unless they play at length. I almost filed a bug report about that, since I have never seen it happen myself, even after dozens of hours of echoes run with it allocated. I am sure there are more, but at times it escapes me if there was an intent, or if it's just an overlooked aspect.

wraith wigeon
#

Title: Apathy for every skill use
Feedback: Apathy is interesting but it draining your health for every skill you use is questionable, also evade for example procs it and I don't see a reason for it.

deep niche
#

Title: Int to Madness Conversion
Feedback: I feel that the bonuses to some of the new corrupted stat conversions are too specific. In particular the madness conversion only giving spell crit multi, and not broad crit multi, this makes it only useful for niche builds, and I think it would be interesting if you were able to slot this into more builds, like bow, and melee, who do need to compensate for the downside anyways.

keen grove
#

Title: Forging Potential
Feedback: I'm surprised I don't see more discussion surrounding forging potential. The FP system is beyond punishing and very frustrating personally for myself as it's strictly luck and RnG resulting in TONS of bricks. The amount of FP items have is too low combined with FP costs being high results in a favourable item being bricked in most cases when trying to craft a T22.

For example if you acquire a LP2 unique item you want to slam you'll likely have an exalt in mind with four specific mods with one or two other viable mods as options. Let's say you find a suitable exalt item with three of the mods you want(One being T7 already), the other two are let's say T2/T3 with the final mod being open or a T1/T2 to seal+add. At that point on average you have 40FP to add or add+seal a mod and then upgrade 10 mod tiers. Even in the same case where you only have five mod tiers to upgrade if luck isn't on your side the result will be frustration. Upgrading a T4 to T5 is 0 to 24 FP, T3 to T4 is 0 to 18 FP, T2 to T3 is 0 to 12 FP, sealing a mod is 0 to 18 FP if I'm not mistaken, adding a mod is 0 to 18 FP with items having on average 40ish FP. Let's not even start on using glyphs and runes as there's generally no FP for such actions.

Every season is the same, it comes time to slam LP2 uniques at which point I want specific mods for positive results/safety. As I alluded to above when searching for such exalted items I'll have 5-7 desirable mods generally allowing for more options due to how punishing FP is. Last night for example I was searching for a ring with SpellDmg/VoidDmg/Health and ColdRes or EleRes, with ideally T7 spell or void(I did burn some havocs for other options though). Likely found 12 options, all but two were bricks, the two which weren't had enough FP for one refine rune resulting in atrocious rolls. I don't expect min maxing to be easy, the fact we as the crafter have basically zero control over the outcome is frustrating though.

#

Title: Forging Potential continued
Feedback: Higher FP items don't help much, even crafting on a 50+ FP item the result is generally a brick. If you need to upgrade three mods from T4 to T5 the FP cost is anywhere from 0 to 24 FP per. Hopes have a 25% chance to hit, if they don't at that point you have a 50% chance to burn 12+ FP per T4 to T5 upgrade for example. If I'm not mistaken FP on items hasn't risen at all since 1.0 for example(Nemesis excluded), in that time how many glyphs and runes have been added? Based on my crafting there's generally no FP for glyphs or runes. The frustration I've expressed is as a MG player as well, couldn't even imagine how painful crafting such items would be in CoF.

round ember
#

Title: LE-63 error in monos
Feedback: This error keeps popping up which takes away stability and forces the player to teleport to end of time and then go back into the mono they were attempting to do. I feel like this needs to be fixed soon

wraith wigeon
#

Title: Tsunami in Maelstrom
Feedback: The Tsunami change is a nice change compared to what it was before. Every 5 cast doesn't make sense both with other skill interactions and even casting maelstrom directly. At least every 4th cast would make more sense and feel better overall and it still might be a bit too high.

The skill is already point/mana hungry and having 4 points to even access Tsunami is way too high and the game should be balanced around 20 skill points and having 24 in mind.
The On kill chance node(Growing Storm) also have way too many points to even be considered be useful and even then it's only 10% against bosses with a 2 second cooldown, it's not worth it.

Overall it needs to have less mandatory nodes to access other nodes, same goes with Frozen Abyss.

fossil shoal
#

Title: Pinnacle of Chaos Balance
Feedback: Extremely over-tuned damage considering this was only a 122 corruption encounter. From the name of the attack, this looks like a standard auto-attack as well, so not something that has any wind-up or would indicate that this absolutely needs to be avoided or you will die many times over. Furthermore, even if there was such an indicator, the lack of proper visual clarity in the encounter would make it hard to distinguish.

exotic crater
#

Title: Acolyte Lich Node ''Corrupted Form''
Feedback: When taking the Acolyte Lich node Corrupted Form. Its kinda hard to visually see the ward part. Is it possible to make the lower half health and upper part Ward? Numbers get a bit visually weird to my eyes, love the game so far tho!

solar hound
#

Title: Runemaster Invocations (and Uniques revolving around Invocations) need reworked
Feedback: Runemaster right now has relatively weak gameplay as most of their only scaling builds revolve around using other mechanics to scale that aren't unique to their class (ignite, fire aura, etc) As it stands...Runemaster suffers from a scaling issue because their entire class is supposed to revolve around the unique invocations, but the invocations end up being generic elemental/tri-elemental casts that the game actively punishes. (as do most RPG's - there is no benefit to going multi-elemental most of the time, because in order to scale, you need to dedicate yourself to a single element or mechanic)

To remedy this, invocations need to be adjusted to be very powerful when they go off, maybe this means invocations are balanced to not go off as often, or something - but as it stands, they rarely scale on their own outside of a few supporting uinques with different specific adjustments (box of hydra, grand prism nova, fire aura stacking) .

Make invocations worth using. Make the uniques for runemaster feel actually GOOD to use, because right now, a lot of the runemaster uniques are kinda bad in that they are not used because the niche gameplay is just not appealing AND because it doesn't scale well.

gilded edge
#

Title: Blightwater AoD Cosmetic is distracting
Feedback: The new Blightwater cosmetic for Aura of Decay is a bit too distracting. It really does a lot to obscure what's happening on screen. It's better than default for noticing increases to area, but bad for actual gameplay.

cunning sonnet
#

Title: Mirage Form & Shadow Flourish Missing Buff icons

Feedback: There are no buff icons that show when you have Mirage Form (Lethal Mirage) or Shadow Flourish (Shadow Cascade). It makes it really hard to tell if those nodes are actually working

lyric quail
#

Title: Primordial Ambush Weaver Tree Node - Infrequent
Feedback: The Primordial Ambush node triggers very infrequently, even full-clearing echoes.

latent glen
#

Title: Duplication bug on loot filter
Feedback: I found a duplication bug in the loot filter. Given: an entry with a filter for specific affixes and a specific item type, without specifying which item type. I duplicate this entry. In the duplicated entry, I now set a specific item type. This automatically removes the selected affixes that do not match the item type. So far, so good. However, this also reduced the affixes in the original entry, even though no specific item type is selected there. Unfortunately, changing the sorting, name, etc., doesn’t help. The only solution right now is to select a completely different loot filter after duplication and switch back to the original one before selecting the specific item type. Then it works.

untold rose
#

Title: Server side issues
Feedback: I don't know what the reason is, but i keep disconnecting from the game servers whenever i try and load between zones. i doubt its an internet issue cause LE is the only game that this happens on. I've tried a bunch of guides and fixes that just don't seem to work. any advice would be greatly appreciated. Thank you!

stiff ridge
#

Title: Congealed Sludge in Omen Windows
Feedback: I think this is one of those monsters that explode on death? Apparently it deals physical/poison damage in a large AOE around it either on death or as an extremely unpreventable attack. Pretty much impossible to do an omen window spawning these endlessly without an ungodly/ridiculous amount of sustain. I'm on corruption 1000 on a fairly tanky build, capped poison and phys res, ~7000 HP pool but I get one-shot when killing these sludge worms spawning in en-masse.

pallid fiber
#

Title: Server Connection issues
Feedback: I don't know what the reason is, but i keep disconnecting from the game servers whenever i try and load between zones. i doubt its an internet issue cause LE is the only game that this happens on. It happens to me and my mate randomly but not both at once when we are in a party. instantly upon loading into a new map one of us gets something along of "Connection to Game Server lost." and gets sent back to main menu... its insanely annoying and prevents us from playing together pretty much. it worked fine before and i dont know what changed.

glossy pilot
#

Title: this feedback system
Feedback: just lost the feedback I spent 20mins typing up. It followed the formatting of title feedback so that's annoying. Not retyping it

sudden fulcrum
#

Title: Values of certain idols are so bad they could as well be zero
Feedback: with the removal of mana replenishment upon transformation for the Primalist class, players might be looking to idols to solve their mana problems. Alas, the values on "Mana gained when transforming back to human form" are so low that they are nothing short of insulting. Consider basing this effect on percentage of max mana (15-20% sounds reasonable) or bumping the numbers up by a factor of 50-100. With that, it might be possible to revert to older functionality by sacrificing your entire idol budget for this effect - a non-trivial build decision.

#

Title: Early Game progression, Champions and difficulty creep
Feedback: Recently the game has been made more difficult due to the extra power we get in the Mid and Late game, but this has led to the early game (from the campaign, including the start of empowered monos until you get most 1LP uniques) being more and more difficult without us getting anything substantial in that part (i.e. before we even have 1LP Uniques to slam). This is further exacerbated on non-meta skills, where now it just feels just borderline impossible to play with the damage and tackiness monsters have. The extreme example of this are the champions mobs that were introduced not long ago - in 100 corruption you can run into enemies that do more damage than Aberroth, you can have a few modifiers resulting in monsters being tankier than a timeline boss and doing more than 10x the damage of anything else in the zone. Overall this has resulted in LE no longer being a "you don't need a guide" kind of game, which IMO was a big selling point for a lot of people, and transforming into a very meta heavy game where you cannot play a C tier build or lower (where your own build would probably be). I would love to see the dmg of monsters being a bit more normalized and there being a balance pass on some of those modifiers (e.g. gain dmg in combat feels like is borderline bugged).

gilded edge
#

Title: Acolyte idols are kinda bad
Feedback: I find a lot of Acolyte builds just take the %health idols. They're quite good, but really, the alternatives are just awful. There's very few prefixes that work for minion builds too. Hopefully we can get some new stuff for Acolyte idols, preferably interesting ones (See Primalist for examples of interesting idols).

split portal
#

Title: Corrupted Exalteds For Legendaries
Feedback: From what I can tell affixes unique to corruption all get sealed and cannot be made into shards. There is always a chance to get a decent affix on corrupted items (I am unsure whether the odds are better or worse than forstandard exalted drops) and they can already be shattered to get shards in case they are not worth using, this makes it feel reasonable to still allow transfering affixes from them to a unique item and creates less entirely unusable corrupted items.

feral venture
#

Title: Abom self sacrifice bug
Feedback: This is the single most complained about bug in the acolyte discord channel. Please fix it. The bug is that an Abom with the node to sacrifice minions will randomly implode in battle; presumably it is sacrificing itself somehow despite the node very specifically saying it will not do that. The issue is most likely to occur when the Abom sacrifices a minion very close to itself, suggesting some kind of hitbox or targeting issue. But seriously just hardcode sacrifice to have a set of immune minions and check it. It's fine if sacrifice occasionally fails to trigger; it's not fine if the Abom sacrifices itself.

cedar lava
#

Title: Server issue
Feedback: I keep disconnecting and maintain lagging all the time playing game. I am sure that is not my internet connection and only happen when i playing LE.

Sometime bug happened on loot filter that not showing item when i disable loot filter

hot salmon
#

Title: Shapeshifter buff in Druid passive tree
Feedback: Even when planning a build that could use those bonuses the combination of Druid already being hungry for passive points and the high amount of points required makes it really hard to justify spending points on getting shapeshifter nodes. I always end up skipping them, the Tiger spirit having 5 point requirement feels especially bad for me.

hollow locust
#

Title: Visual bug in shop in monolith
Feedback: When I open shop in monolith merchant shows me only one item or none. Items are still there I can take them but can't see. Can't create bug from game cause can't open shop and bug report at the same time.

honest onyx
#

Title: Map creator dev
Feedback: Whoever created the Maelstorm Ledge echo map, is a sadist. Prove me wrong.

delicate spade
#

Title: Void well not going off fast enough
Feedback: Now that warriors fury is capped a lot of people are able to get enough mana to theoretically sustain it. But becasue warpath can only be channeled until -10 mana (a limit set per skill for channelled skills), and abyssal echoes costs 35 mana; you can sometimes cast abyssal echoes through warpath when below 25 mana, resulting in you being under -10 and stopping the warpath channel before void well can go off. Please either raise the warpath negative mana limit to -40 (or anything below -35) or make it so void well goes off before the negative mana check for warpath so that it doesn't get cancelled. (or even have void well go off at below 5% of max mana instead of 0 or something). Basically anything that would allow you to keep channelling with void well regardless of abyssal echoes cast timing.

woven elk
#

Title: Running out of mana with Warpath with 1300 max mana and 67% channel cost reduction

Feedback: No matter how much mana you stack, you just stop spinning with Warpath which, in my opinion and in opinion of many other players to whom I talked to, this should not be the case.Void well should bring you back to 30% of you max mana and then you can just continue channeling. Current iteration of Warpath feels clunky, which is a pitty, because Warpath is an amazing skill and I am sure many would be happy to spin indefinitelly. I died countless times just because I stopped spinning all of a sudden. Please consider making a change to this great skill 🙏

sweet sonnet
#

Title: Further Feedback on changes relevant to Season 4

Feedback: After playing a tankier character and finally showing the Pinnacle of Chaos who's the boss, Pinnacle is better with the exception of 1 Champion. Ord Lorca has 2+ massively damaging attacks, and since you're also dodging two invulnerable Omens, it's easy to lose focus and get surprised by one of it's major attacks. The Champion is fine in regular packs, but too much for the Pinnacle.

Omen Windows - the necro/undead themed window that has both the exploding sludge creeps and the whirling ball and chain guy has zero room to move around, especially since you're dodging the Omens on top of that. The Preservers and their tri-elemental beam attack is also annoying, to a lesser degree, but the other windows that aren't the sludge goo fiesta are a great addition to the game.

Imprints - Is there a way to implement imprint drops as one of those 1,000,000 Gold sinks in the Lighthouse Arbor? It would help people who like deterministic farming, and it gives people a reason to run that particular dungeon.

kind quest
#

Title: Blade dancer - Using s controller
Feedback: Blade dancing is hardlocking on 1 direction. This is using default settings.

worn solar
#

Title: congealed sludge hitting uniquely hard
Feedback: A huge portion of the time when I die in an omen, it is due to concealed sludge's poison bone spikes. I believe these may be overtuned. I can take some hits at 800c, but these guys routinely one-shot me, hitting for ~5000. There is too much chaos to be able to see if they are telegraphing an attack.

unique mason
#

Title: season feels the worst its been for min maxers and end game pushers.
feedback: these imprint nerfs has crushed all will to keep pushing past 1-2lp the drops are too rare it feels terrible now i got to do nem towers for way longer then i did before its just plain boring, imprints with troves after nem felt good to farm.. this change is the biggest backwards step you have ever made to gearing IMO. I wont be playing much more and usually i play alot longer each season.

these echo web and omen nodes in the tree though are a cool idea

lusty fulcrum
#

Title: BUG REPORT - Can't Leave Monoliths After Completion

Feedback: I'm playing on a Steam Deck OLED and just finished running 3 Monolith levels and once I get the third checkmark on the bar on the side and fill up the bar I see the "Open Portal" button appear. But when I open the Portal it disappears when I try to press "A" to enter it.
I see that there was a patch on April 2, and I've confirmed that my files are up-to-date and verified on my system.
If I use the map to travel out of the completed Monolith, it shows a checkmark for that node, but I don't get any of the rewards.

Also, the Steam Discussion page mentions "to report bugs use the Report Bugs option on the Character Select screen" but there's no such button showing up on the Steam Deck that I can see. (That's why I'm reporting it here).

dull steeple
#

Title: BUG REPORT - Visual Distortion wearing Hedgemage's Hat (+Cloak)

Feedback: I want to wear these two MTX, playing as a Profane Veil Warlock. It Seems everytime i transform into this bloody bubble the hat and the cloak distorts and gets worse every time i transform. reequipping the mtx solves the problem actually

main escarp
#

Title: Allow very intentioned un-pinning of main quests

Feedback: Main quests from up to 3 different chapters are left behind by completing the campaign skip dungeons. Many players knowingly perform the Alternate Levelling Path having played through the campaign before and **never **intend to return to complete these quests. This leaves a large list of quests pinned on screen in towns/lobbies. Simply hiding all quests is an option players resort to, however they then must unhide them (and constantly rehide them) whenever they want to check their monolith echo objectives and/or active modifiers. This is an annoying thing to put up with for effectively the lifetime of the character. The functionality to un-pin side quests is already present, and I understand it has a high potential to disrupt new player experience.
I'm personally fine with any extra checks or esoteric options or annoying one-time process necessary - to prevent new players from getting lost - if it means we can intentionally hide/un-pin specifically campaign main quests.

wary prism
#

Title: SC ladder feels meaningless
Feedback: there is no penalty for death so the sc corruption ladder feels like corpse rushing time sink that surves no purpose, also extremly silly and unbalance with silver shrouds in the game. Please add corruption loss penalty per death. It should work like that below 500 cor no penalty between 500 and 1000 you lose 5-10 cor and then penalty scales exponentially, so 1000-1200 its 10-20, 1200-1400 20-40 than 40-80 and over 100 cor loss past 2k cor.
p.s. delete stupid silver shrouds...rework them into another damage reduction not guaranteed dodgee....

frozen plank
#

Title: Dying while trying to fill the egg for Nemesis encounter
Feedback: Trying to collect your item, open the egg and follow along is hard while being attacked. It feels especially bad to die to something that ran from half way across the echo. You can try clearing out the area all you want but it still happens. This is bad. This feels bad.

small nebula
#

Title: Sentinel Throwing
Feedback: Hammers are just so good and cover SO many things, the other throwing skills get overshadowed. I would love a way to kinda interchange the throwing skills a bit more, or have them play better with each other, like having a spammable one buff a big chonky one. Kinda like how rive and es play together...a spammy one and a chonky one.

atomic violet
#

Title: Fix The damn bugs
Feedback: This season i encountered so many bugs that i am done with the game for a while if not completely, my Stash does not work, half of the monoliths do not work with game breaking bugs that basically stopped me in my tracks, invisible mobs, invisible bosses, random fps drops, if i did not know any better i would think the game is barley out of alpha. There are better ways to spend my time.

gilded edge
#

Title: Not Happy With the Imprinting Nerf
Feedback: The imprint nerf feels bad. It just does. I don't know how things are for MG, but for CoF it really feels bad.

uneven violet
#

Title: Omen Veil Death after Completion
Feedback: If you die to a DOT after completing a Omen Veil you can no longer interact with the time glass orbs.

still nacelle
#

Title: Remove sludge monsters
Feedback: Remove sludge monsters Remove sludge monsters Remove sludge monsters Remove sludge monsters Remove sludge monsters Remove sludge monsters

fresh moonBOT
#

The best place to report a bug is using the in game bug reporting tool, you can find this by hitting ESC or in the bottom left on the Character select screen. You can attach extra screenshots by uploading them to imgur, gyazo or ibb and copy pasting the link into the text box! Alternately, you can post bug reports on our Bug Forum or our Discord: https://discord.com/channels/368953963267096586/1210281997591908452. Thank you. :smile:

fallen trench
#

Title: Flame Rush Channel cancels early
Feedback: Flame rush is a channeled skill that doesnt have a channeling cost yet it is still canceled when your mana goes negative. This is very unintuitive and restrictive. It inhibits Harbinger of Stars-like trigger builds from using it effectively and specifically Lament of the Lost Refuge spears usability.

sudden fulcrum
#

Title: Not nerfing Bugged/Unintended interactions feels bad
Feedback: When a skill/interaction is discovered to be broken/bugged/unintended and leads to a build that is immortal and can kill uber in 0.1s I believe it should get nerfed/removed ASAP. Otherwise it creates this awful situation for everyone - people feel forced to play it because it won't exist next seasons and those who do almost always quit the league afterwards as nothing feels close (I made this mistake with reflect). On top of that it makes any kind of ladder automatically meaningless and kills any desire to push your build on it. It also invalidates achievements, especially in more challenging mods such as HC (e.g. killing Uber Aberroth).

boreal obsidian
#

Title: Loot Filter Font Changes with patch 1.4.3
Feedback: The change to black font for Unique and Set items is actually a big downgrade in readability. It’s significantly harder to see at a glance compared to the previous white text.

This feels like a step backward in usability rather than an improvement. The previous version was much clearer and more consistent with the rest of the UI.

I’d strongly recommend reverting this change, or at least giving players the option to choose between the old and new color styles.

warped atlas
#

Title: Mobs and Bosses become damage immune
Feedback: Bosses and Mobs suddenly become invincible(forever i might add). Just lost my potentially first abberoth kill to that, from 33% health he just became immune. This is becomming really annoying with how many times it happens.

hot vale
#

Title: Disable Hotkeys in Loot Filter
Feedback: Please disable all hotkeys when searching for uniques and affixes in the loot filter UI. If you forget to click on the search bar or slightly mis click outside of it and start typing, it will usually take you out of the loot filter screen without saving any changes. I have lost so much progress in loot filter creation over the years from this. It has also bricked one of my loot filters because of a weird bug and I had to delete and restart it. Bonus points for auto focusing the search bar whenever an alpha numeric key is pressed so I don't have to even click on it. Just any time I type in that window it would auto be in the search bar

tribal dagger
#

Title: Loot Filter colors
Feedback: I really don't know what got into you there, but it looks aweful. I would like to have the old system back or at least the option to chose from.

On top: All colors for map icons please... they are already in the game 🙂

void abyss
#

Title: Omen Idols
Feedback: Make the omen window upon completion drop a lot of omen idols to better our chances of getting the idol we want. Currently , it is a slog to get the right omen idol

feral venture
#

Title: too many bugs to buy supporter packs
Feedback: I've started holding off on buying supporter packs because inevitably the new season mechanics look great and I'm hype and then I hit build-breaking bugs. Can't play blood wraiths because I've already spent multiple seasons summoning them by hand and can't automate them via Abom without it auto-sacrificing (sacrifice is implemented as a 0-radius AOE instead of single target). Trying to play spell trigger spellblade and turns out the melee->spell conversion mastery passive only works for generic melee damage, not typed. I'd go play Death Knights but, oops, they're bugged and use your stats to cast DS using the retaliate nodes. I'd go back to my cold army necro but oh look, the optimal play there is to abuse snapshotting to stack the aura version of dread shade with the single target version. I don't think it's an unreasonable ask to be able to play builds that look exciting and have them work as intended.

wooden cloak
#

Title: too many bugs
Feedback: Can group and accept invite bug , the group is empty. Though cant launch echos saying im in group. bothering us we cant play as a group. uninstall the game etc... Still dont work any idea ? I dont know what to do. The report bug in game is useless no one contact me to try it.

balmy lily
#

Title: make build defining items lower levels
Feedback: I'm having to play a build I don't want too for 81% of my levels just because the item that defines my build I cant equip until I'm 81? wth? (Carrion of Creation Gloves btw)

gritty crest
#

Title: Warpath Void Well is Wildly Inconsistent. 1.4.3
Feedback: Warpath is interrupted at 0 mana even when Void Well charges are available and the cooldown hasn't expired. This is happening consistently for me, roughly 90%+ of the time mana bottoms out, the channel breaks regardless of charges. Patch 1.4.3 was supposed to address channel interruption but the behavior seems unchanged or worse. Video showing several occurrences: https://www.youtube.com/watch?v=xv65oe5-_Tk

small nebula
#

Title: Prismatic Gaze
Feedback: Would be really cool if prismatic gaze got some extra ADE added to its shards, so they were actually worth using at all

stuck mantle
#

Title: Poison Bone Spike from Congealed Sludge

Feedback: This attack is responsible for the majority of my deaths in Last Epoch. Its damage formula either needs a decimal point moved or it needs to become a Lich skill, so I can use it against my enemies.

topaz sparrow
#

Title: Omen skill "Herald of Inferno" inflicting massive dmg

Feedback: This one Omen skill does just as much, if not more, dmg as the cold dot damage mine that uber Abberoth uses in his 2nd phase before the 1st harbinger is killed. With no vocal queue or time to evade, this one skill makes farming the Omen's Veil echo an absolute nightmare, even with my build that has consistently killed Uber Abberoth 100+ times.

stiff palm
#

Title: Font on uniques look better before latest patch

Feedback: As the images show, the white font looks better and is more readable

lyric quail
#

Title: Sorting Through Altars is Draining
Feedback: Altars have several affix lines each, every one of which has big implications for several idol decisions. Combing through stash pages to figure out if you have an altar of the shape you want with this-or-that affix, and then when you don't, having to compare a dozen+ tradeoffs/decision points on each of a handful of runner-up altars, etc gets very draining. It would be nice to have fewer, but slightly more deterministic altars to deal with so you can more quickly narrow down which altars you'll care about (because you have at least a reasonable baseline).

lyric quail
#

Title: Imprinting Changes
Feedback: Echoing Riches still feels OK. Commoner's Riches a bit less so, but not the worst (with a unique imprinted). But Sealed Riches and Warlord's Riches with an exalted item imprinted both feel very bad this season.

versed kraken
#

Title: Immortal Eye/Immortal Watcher 1-Shot bug
Feedback: The charge up > 1-shot explosion mechanic on these monsters has been bugged since S2 and i have lost multiple characters to this issue. On occasion the explosion will detonate instantly without any wind up/charge up which forces the player to engage from a distance or risk your character in close range combat. This issue becomes magnified if the monster is 'shrouded' as it forces the player to stand in range of the 1-shot mechanic to deal full damage to the monster. I cannot put into words how bad this feels as a HC player.

small nebula
#

Title: Affix Scaling
Feedback: Generally, when something is more specific, it has higher rolls. In this case they are the same, even though on is considerably more specific than the other. Both are sentinel only helmet and body armor...but one changes one skill, while the other changes three. Would like to see the more specific one have better scaling...since thats what everything else does.

gilded edge
#

Title: Dodge is getting left behind
Feedback: The continued release of content has put a great emphasis on Damage over Time (DoT). Armor has ways of mitigating this damage. There's nothing that applies Dodge to DoT, so the only items that can mitigate the damage are also available for armor stacking.

lyric quail
#

Title: Lost Server Connection - Echo Destabilized Sucks
Feedback: Server instability penalizing the player is terrible, especially if the servers EHG is using aren't reliable. I was in a Primeval Cascade, no lag, spontaneously couldn't pick anything up, about 30s later got the 'lost connection' message, and now because the echo is destabilized that's 4 rift beast ambushes down the drain from where I was.

sly rootBOT
#

To submit feedback be sure to use the following format:

Title: [10 Character Minimum]
Feedback: [50 character minimum]

storm merlin
#

Title: Shade of Orobys' Void Meteor telegraph is too fast
Feedback: For an attack that can do in excess of 10k damage post mitigation and covers a very fat chunk of the screen, there are precious few seconds to actually get the hell out of the way once the shade begins casting. More often you have to just run perpendicular to the shade if you think it might cast the meteor soon.

lyric quail
#

Title: Imperial Pyromancers and Poison Bone Spike Slugs Still OP
Feedback: I know the pyromancers got called out in the last patch, but they still seem to be doing a pretty outrageous amount of damage compared to other things at the same corruption, and the poison bone spike slugs are still wildly overtuned too. - in Omen Windows at least

feral venture
#

Title: please fix spellblade melee->spell damage conversion to work with typed damage
Feedback: please fix the damage conversion part of spellblade mastery to work with typed flat damage. I would like to use Frozen Ire or Alluvion or Apogee for my spell trigger shatter strike build, but they are all bugged because they all have flat cold melee damage and that doesn't convert to cold spell damage as intended. I personally tested this in the arena with a Lorent's hammer which has a large amount of flat physical, it is definitely bugged.

tribal dagger
#

Title: Crafting exalted items often is NOT fun
Feedback: The lack of forging potential and the way it sometimes is consumed makes interacting with exalted items often not fun and very hard to be successful with it.
I am wondering again and again why some crafting steps take soooo much FP from these items.
The overall potential of certain builds is mostly always capped through the LP potential of an item and finding these in a good frequence.

Getting these items ready to be crafted is the real deal and the limiting factor of FP often makes crafting a pure mess.

This goes out for dealing with T8 stats on exalted items aswell. Crafting with Rune of Evolution on items is a 15k bone click and it not rarely just consumes all of your FP or at least cuts your FP in half and if you are not lucky with glyph of hope afterwards, you just pushed a T7 to a T8 and leave a prefix/suffix open...wow!

Problem is.... everything beside nemesis items is just not fun to interact with, its more lottery than a clean crafting process and the hefty price of the evolution rune and the limiting FP on exalted items completely wipes out the interaction with exalted primordial items and i wish this would change.

I** think, beside upping the global FP on items, the rune/glyph FP consumption needs tweaks aswell. Rune of Evolution is also too pricey.
**
You are heavily dependend on "lucky crafts/crits" with glyph of hope and thats just another lottery within the lottery.
It is no problem for single t7 items with just triple t5 on it, this is the absolute baseline, but everything else is not fun.

There are so many cool stats and interactions in the build building, but they get demolished in the very beginning through the tiny chance of success in the crafting process.

Exalted items aren't worth anything in the game, its a sad and pressured process of getting through the crafting process, rather than a happy moment and the possible huge outcome it can have.
You ditch hundreds of exalted rings into the stash because you get successful with 5% of it, because 3 clicks destroy the healthy crafting process it could have.

thick finch
#

Title: Item Imprinting.
Feedback: The changes to Commoners Riches, Echoing Riches, Warlord's Riches & Sealed Riches Needs to be completely reverted to before season 4: Shattered Omens was launched as not only has it become more painfully difficult to chase specific items, Especially let alone items Identical to the item imprinted (even moreso if imprinting a unique with 4lp as an example), but it also makes chasing them in their current form feel more like a demoralizing Job, than it is actually Having Fun & I cannot be the only one feeling the negative effects of this...

slow perch
#

Title: Overall Itemization Opinion.
Feedback: While everyone has their own version of acceptable game progression and the overabundance of feedback seen here talk about full 180, I have my own view of the same situation: The imprinting had to be toned down and could still see some adjustments, be it upwards here or downwards there. But overall, it did help reveal a few of the more long-standing issues, such as the difficulty in actually crafting an exalted item. Preparation for application into an LP-unique is largely fine so far, unless one wants to become ambitious and slot in 2T7 or higher onto their chosen unique, which is still fine considering the actual intent behind the overall itemization.
As has been more rarely mentioned, actually trying to use a specific base for an exalted item is one of the most painful processes out there. This is largely due to forging potential being an overall 40-45 area, with outliers being rather particularly scarce. And any sort of crafting has a wide range of cost which can, at times, lead to half of that initial FP gone in one fell swoop. The process of even putting in 2 specific prefixes, let alone specific suffixes is often enough to just deplete any item of FP outright. There are many steps along this process and any one of them can simply finalize the whole process before even being close to a fully tiered item, let alone affixes rerolled for hope of better values. Because of this, it is typically largely preferable to use runes of removal instead of glyphs of chaos to hope for an affix that even makes sense to keep.
Now, even if this situation is close to the intent, it can be worth mentioning that actually going through this process ad-nauseum and spending literally days just repeatedly attempting does amount to a sort of... unfun period. The feeling of being "nearly" successful is a bad one and experiencing it repeatedly leaves a bad taste.

dawn sage
#

Title: Mouse Cursor Options
Feedback: Would desperately love to see some native game options for adjusting cursor size and color. Since the addition of WASD movement it is significantly easier to lose my mouse cursor in the heat of combat, have died several times as a result. I realize I can alter my windows mouse cursor to make it larger, or use a 3rd party program to alter my cursor but this doesnt feel like it should be required for basic gameplay. I am either having to change my cursor size every time I launch the game and then return to normal after, or I pay $$ for a program.

true ledge
#

Title: Shards auto-pickup or Gold-style pickup
Feedback: Shards to be gold-style pickup, as a setting/option. It's the single most irritating thing in the game, especially chasing high corruption, and you have to stop in a map frenzy because of a mis-click. Also, seriously, clicking that much instead of a smooth mouse movement is not great for the hands. I never assign anything to right-click in these heated games, and would really not like to be left-clicking shards all the time.
Alternatively a pet that picks things up in a paid upcoming DLC.

formal nexus
#

Title: DoT Feedback asked on Reddit
Feedback: Helloo, this was asked on Reddit but I don't have account there. This monster killed me in just 2 seconds. I have apparently 6500 EHP against DoTs. Seems a bit too excessive damage to me at only 360 corruption.

winter plaza
#

Title: Imprint system nerfed too much
Feedback: i really enjoy this season, a lot of new content and improvements. Sadly, it's very difficult for me to find the motivation to continue playing. After crafting 1T7 items (which is not difficult thanks to the guaranteed affix transfer) progress feels like it just stops. The only mechanic that allowed 2T7 crafting is now simply not working. For the entire season (running 1000 corrupt monos including many Unclaimed Trove echoes) I literally didn't get a single 2T7 item using imprints. This doesn't look balanced at all. To craft the required exalted item I need to get from the ground or nemesis about 10 2T7 items, possibly more. Transfer this affixes into 2lp have 33% chance. How much time does it take to craft one item for average player - a month? This is without new corruption mechanic which complicates the process multiplicatively. Please return crafting content and the ability to progress to players. Reducing overall chances of imprints triggering is quite enough. Additional nerfing T7 chances was unnecessary.

eternal wolf
#

Title: don't let target immortal targets

Feedback: invulnerable target we should be able to not target them, it's sufferable the omen battles with controller

subtle pivot
#

Title: Movement is disabled while skill/passive UI is open

Feedback: Opening the skill or passive UI now prevents movement, which didn’t happen before. This feels like a downgrade to the overall gameplay flow: the game continues in real time, but the player loses control of movement while managing the UI. For experienced players especially, this makes the game feel less responsive and interrupts the smooth decision-making and pacing that previously worked well. It would be great to add an option allowing players to choose whether movement remains enabled while these UI panels are open.

stark dirge
#

Title: Explosive trap with blast rain node
Feedback: Why did you make explosive trap or node blast rain builds unplayable? Even with a lot of mana regen, it's still very difficult to play... It's a shame, the ability was fun. I tested it with two red rings, Urzil's Pride, and unfortunately the mana cost is very high, not to mention the problems with capping other aspects like uncapped lightning resistance for mana regen with urzil or resistances in general. You lose a lot in damage scaling. Mana issues make the blast rain unplayable. They could at least make it playable, and if it was too strong, reduce the damage (In other words, that would be nerfing it, not killing the build).

storm merlin
#

Title: Shared damage/hybrid summoner builds fail to deliver on the promised theme

Feedback: primalists and acolytes have a host of unique item affixes, idols, passives, and unique items dedicated to gaining power from minions or empowering both them and your character at the same time. Forge Guards are, ostensibly, built around creating minions that gain power from the player's self-empowering equipment. Beastmasters are presented as the defacto melee brawler primalist that fights in tandem with companions. falconer has ways to share her personal stats with the bird. Yet in all these cases the efficient build is to go all-in on the minions. The player's attacks are limited to summoning/buffing the minions that do the actual damage.

This entire thematic ecosystem exists as a missed opportunity and a build trap for newer players to fall into. Opportunities to build up proper hybrid characters that scale off the interplay between player and minion would be a huge boon for some of the more narrow masteries.

stark dirge
#

Title: Explosive trap could have more interactions with other skills.
Feedback: The explosive trap skill has little interaction with other skills, leaving only arrow traps with detonating traps, and if using a bow (blast rain), the mana consumption is very high. I also tried creating something with ballistas, but the number of summoned ballistas is limited to 1 and the damage scaling is poor. As a suggestion, if it were possible, change the skill tree of the explosive trap to allow for more interactions with other skills, such as shurikens, ballista (upgrade), bladestorm, or divebomb.

gritty robin
#

Title: Tyrant's Skull T-Rex body blocking party members.
Feedback: Is it possible for the Tyrant's Skull T-Rex to not collide with party members? my friend using warpath suffers getting body blocked by him all the time. It's the only minion where it happens. It's especially aggravating when leaving an echo and he tries to click the chest reward and the minion gets in the way and does not allow him. I have to force move the minion so he can click it.

random rain
#

Title: Blightwater AoD Cosmetic is distracting
Feedback: The new Blightwater cosmetic for Aura of Decay is a bit too distracting. It really does a lot to obscure what's happening on screen. It's better than default for noticing increases to area, but bad for actual gameplay.

fair marten
#

Title: Holy cow that looks cool
Feedback: Pinnacle of Chaos looks freaking crazy awesome. Huzzah! By the way it doesn't seem like it is dropping potions 😐 (ok I was just very unlucky in that particular instance of the fight :D)

wooden anchor
#

Title: Imperial Pyromancers overpowered
Feedback: 700 ward per second, 4k cap, it stuns and hits multiple time each projectile, damage way too overtuned.

#

Title: Levers need haptic feedback
Feedback: if i press on a lever, please make me walk to it, just like i walk to chests when i click them.

sudden fulcrum
#

Title: Rune Prison Complex is way too rare
Feedback: I have clicked every mage and woven echo node on the tree, I have gotten multiple 3LP ladles, multiple T7 perfect experimental items and I have not had a single rune prison complex drop. This feels very bad, especially since it is supposed to be a crafting echo which should not be so hard to obtain as they can stop your gear from progressing, which feels awful.

safe hare
#

Title: Sludge-type enemies in Omen Windows

Feedback: They're too numerous to avoid, and too 1-shotty in damage. They die instantly but explode in a big aoe, deal 4-5k dmg a hit (at 1k corruption), and make omen windows impossible. Even my tankiest (Warpath VK with 6k hp) cannot complete an omen window if sludges are spawning.

#

Title: Omen window area is too small

Feedback: It hardly expands, leaving ranged builds (most of them) in enemy hands the entire time.

#

Title: Imprint nerf overdone

Feedback: Once the season changed and MG market flooded with imprints, I see the reason for the nerf. Problem is that was the only time I did any crafting this season. Since we've depleted all the good stuff, literally nothing has been dropping to compensate. With the corruption mechanic now introduced, we should be incentivized now more than ever to craft. As it stands now, Corrupted affixes are not nearly strong enough to replace a legendary affix on most items, so people arent going to brick ultra rare 2t7 exalted on rare 2LP items. The stuff we're seeing in the community is the left-over overabundance of gear from last season. Suggested fix: Revert the drop rate nerf --> Don't allow imprints to be improved so that they are just close-copies of the imprinted item, this way rare exalts stay rare and finding one becomes a milestone accomplishment in the gear one can begin to craft onwards

#

Title: expanding on imprint nerf overdone

Feedback: Without imprints improving themselves, players are still incentivized to seek other means of finding good ones (nemesis, soulfire woven echo, lightless arbor). Players have to put in more time and effort on improving the rare double t7s or 2t7 1t6 items that they have to find by normal means. But the ability to imprint the ones that they do have will continue to reward players in their item hunt. As it stands now, I'm farming 1k corruption for literally nothing because I don't get the exalts i need on the regular. I found a double tier 7, but it wasn't good and I have no reason to try and improve it for a craft as its my only one, so I have to save it for when I have no other choice. It's not a good feeling to have when playing a loot and craft game.

small nebula
#

Title: Shatter Totem
Feedback: Would be really cool if this spell had an area tag 🙂

sudden fulcrum
#

Title: Imprint Nerf for Exalted items is good
Feedback: Double T7 a lot of the times are the pinnacle of items and thus should not be something that you are showered in, nor something you expect to have on every peace of gear, as such I think the nerf was very good. Currently you can still get extremely good (2T7 and I even got 3T7) from nemesis very reliably as long as you use them on actually very rare uniques. This makes single T7 and T7+T6 items a lot more valuable and encourages you to slam more uniques and corrupt them, which is a very fun gameplay loop.

forest ether
#

Title: Idol loot filter ranges
Feedback: Allow us to be able to select roll ranges for all idols in the loot filter, similar to how it is done in the bazaar.

gilded edge
#

Title: Cold Aura of Decay makes an annoying sound
Feedback: The sound effect for Aura of Decay when converted to cold is just unpleasant.

wooden anchor
#

Title: Rune of Discovery
Feedback: Please make it stay inside the crafting window as a preselected rune whenever I just used it, just like the shatter rune.

steep viper
#

Title: Imprint results
Feedback: This is my experience, red ring drop rate definitely nerfed and that is fine. However, I have imprinted single T7 exalts, some of which were 7/1/1/2, so very low total affixes, and the amount that have dropped have been LESS than red ring imprints, which feels off to me. I expect to see one drop during a long play session (3-5 hours) and honestly I just dont, despite optimizing for echo completion and cache farming. It's a little crazy of a nerf to single exalts. Again, I think the philosophy for multi exalts and super rare uniques like red rings has been emphasized enough, but I think single T7s have slipped through the cracks and unfortunately been hit a bit harder than needed.

wraith wigeon
#

Title: Item level requirements are too high
Feedback: When leveling it feels terrible that most good items you want to use is 80+.
Finding an okay glove with lvl 62 requirement, add a few tiers and now lvl 68 requirement.
Having to now add more affixes to just have your replacement item being okay to use isn't feeling good when it ends up being 77 to wear. 15 levels is way too high and I think it can even go higher, the progression isn't smooth just plain annoying.
It's easier to find a T6/t7 item, just slam it onto a unique, skip all the crafting progression, get to around lvl 86 and start to wear proper gear.

For example corrupting a set glove, getting an Eternal Gauntlets base and the requirement is lvl 86 to be able to wear when you're lvl 55 is a big jump, you probably won't even use that item when you reach that level.

tame pond
#

Title: Boss Ward feels really demotivating in pinnacle boss encounters
Feedback: When fighting Vision of the Observer or Uber Abberoth, the boss ward mechanic feels really demotivating, as every fifth of the boss's health or so you have to get through an entire extra healthbar. I know the ward is supposed to decay, but it decays incredibly slowly.

jagged jolt
#

Title: Swipe cooldown clarity
Feedback: the countdown' animation is dark, the back ground of swipe is dark, cant see the last quarter of the remaining cooldown so i cant use it effectively. alternatively I can mash which ends up tiring me out and making me want to change my skill tree to not include the node.

dense sorrel
#

Title: IG shop UX terrible
Feedback: IG shop lack basic functionnality. No search, can't filter for a specific item type or spell. If the target was to make it difficult for us to give you money with mtx, it's a success

coral stump
#

Title: Absence of Life nerf and reaper form QoL
Feedback: In combat sustain is not an issue but it's quite irritating to wait ~20 seconds mid echo because you took a few seconds to look at an item that dropped on the ground and reaper form dropped. Maybe something can be done to either pause or reduce the out of combat health decay like was done for rage on druid?

haughty sage
#

Title: Selling items in Monoliths
Feedback: Everytime selling gear at the monolith Merchant, I go to my stash and my inventory closes. Sure, it's a bug but on controller it forces me to use keyboard again and it's frustrating to happen every single time coming back from an echo completion. Please fix ty

wind hornet
#

Title: Portals should be updated to reflect skins
Feedback: I bought the supporter pack before the season started and I totally forgot I had a custom portal skin equipped. I've only seen it like twice and I'm level 96. Can we have it display when you complete an echo and you're moving on instead of the normal green portal and just recolor it somewhat so you know you've completed the objective? It totally undermines the desire to buy custom portal looks when you end up never seeing it and just looking at that default green portal most of the game.

tribal dagger
#

Title: Nerf to stout/humble idols
Feedback: I don't understand, why the humble and stout idols have been nerfed and why that change didn't make it into the patch notes....

Why do 1x2 and 2x1 idols offer the same penetration value as the 1x1 counterpart? Why isn't it possible for them anymore to roll their resistance as enchanted? Before S4 it was 23 resistance... same goes for the stout version.

It makes 0 sense to me and just raises difficulty to build up the defense.

I was asking the question in the dev chat before launch and brought up the possibility that Dammitt just had wrong numbers in his database in LE tools, but they seem to be correct, the idols got weaker.... and i don't know why 🤷‍♂️

new
https://www.lastepochtools.com/planner/QqwvKpkP

old
https://www.lastepochtools.com/planner/QnaLrgXj

I will say it again what i already wrote multiple times now...

This shadow nerf does not make sense, it reduces fun, it makes defense building more difficult and just puts more pressure on "playing your way" and pushes towards fully built meta builds with "balanced everything".

The whole ALTAR system favours mostly just big idols, because the smaller ones have lost value through the nerf and don't get any real benefits through the altars..
Regarding "smaller idols", this is sadly a step back.

unborn basinBOT
#
Game Version:

Season 4: Shattered Omens / 1.4.2

Class:

None

General:

▸ Health: 1,112, Regen: 20/s
▸ Mana: 106.51, Regen: 8/s
▸ Ward Retention: 4%, Regen: 0/s
▸ Attributes: 4 Str / 2 Dex / 2 Int / 3 Att / 2 Vit
▸ Resistances: 0% / 0% / 0% / 32% / 0% / 2% / 2%

Defenses:

▸ Endurance: 20%, Threshold: 222

Used skills:

None

#
Game Version:

Season 2: Tombs of the Erased / 1.2

Class:

Mage (20) / Sorcerer (45)

General:

▸ Health: 1,202, Regen: 20/s
▸ Mana: 232.51, Regen: 10.88/s
▸ Ward Retention: 56%, Regen: 39/s
▸ Attributes: 1 Str / 1 Dex / 16 Int / 1 Att / 1 Vit
▸ Resistances: 12% / 0% / 12% / 20% / 0% / 1% / 1%

Defenses:

▸ Endurance: 20%, Threshold: 240

Used skills:
woeful comet
#

Title: Quest Tracker UI Needs Work
Feedback: I frequently encounter bugs with the quest tracking UI. The two main problems I run into are 1) Often when I open the world map, the quest list is completely missing and 2) If the quest UI does appear in the map screen, I often (or always?) am unable to hide quests . This is especially annoying for campaign quests that I have skipped past via dungeon skips and will never complete.

mental lotus
#

Title: Seasonal feeling
Feedback:
Preface - First time playing Last Epoch but ARPG 'vet' (POE, Diablo, Grim Dawn, etc.)
All the zones look great and feel unique, really love the sky chains!
Gameplay is smooth and I love that you can usually clearly know & see what killed you.
Looks like there's a ton of uniques & build diversity which is nice to see.

Actual feedback - Not knowing what seasons usually are in Last Epoch, I was a bit disappointed that there isn't a 'journey' or 'challenges' related to the season. I googled, searched forums and watched the season video and nothing mentions those. There also doesn't seem to be a story related to the seasonal mechanic unless I missed it?

So past doing the initial story & doing a bit of end-game I don't see an incentive to keep playing. It would be nice to have a poe & diablo-like system where you have challenges and rewards related to the season. I'm certain it would help player retention and the sale of MTX too if players are aspiring to something for a longer period of time.

minor fiber
#

Title: Shatter Totem
Feedback: Would be really cool if this spell had an area tag 🙂

unkempt grail
#

Title: Temporal Sanctum is annoying
Feedback: There's way too many loading screens in 1.4.
With the introduction of corruption, we have to repeatedly slam items to try and get a good corruption on our legendaries. Half the time spent in that dungeon is just waiting around for loading screens. Something needs to be changed to make slams less tedious

keen adder
#

Title: Regarding 2024's "Mid-Cycle Balance Survey"
Feedback: I'm not sure I would interpret the poll results the same way EHG did. It seems to me like the actual answer players gave is: whether or not they want something nerfed mid-season (outside of bug fixes, which players always want) is dependent on how severe the balance issue is, and how severe the nerf is going to be. Like, hypothetically; if one skill was dealing a billion times more damage than anything else, not fixing that would likely be contrary to the wishes of most players. [...] I'm specifically comparing the "mildly overperforming balance" and "overperforming balance" poll results, and extrapolating. 53.8% saying they dislike the idea of nerfs unrelated to bugs, 14.4% saying they don't care, and 31.8% in favor.. is not an overwhelming response in my eyes. I would even argue that the questions asked in the poll were slightly loaded (pushing players towards a specific conclusion by only mentioning the possibility of nerfs), and you would have likely reached a completely different conclusion if instead you suggested buffing underperforming builds and nerfing overperforming ones (as part of some sort of mid-season balance update). [...] I also strongly dislike the idea that major decisions like this can be permanently enshrined based on a single flawed poll, rather than being an ongoing discussion each season. [...] Like, what if all the players that voted for or against a specific thing no longer play Last Epoch? Do their votes from X years ago still dictate game balance decisions, even if the people playing now disagree with that? [...] There's also the problem that "nerf" doesn't mean the same thing to everyone, and it was never clarified anywhere in the poll.. effectively making the poll results useless, because you have no idea what people actually based their response on. [...] Reference: https://forum.lastepoch.com/t/mid-cycle-balance-survey-recap/68542

eternal wolf
#

Title: Controller Zoom
Feedback: on all shortcut we could have in Dpad, like inventory or forge, you guys put zoom? heavybreathing

tribal dagger
#

Title: Class-useful corrupted stats on omen idols
Feedback: Title

Omen idols shouldn't be able to roll corrupted stats the class cannot benefit from.
Primalist & Acolyte omen idols with Bow Damage don't make sense.

Keep them random, when they drop, but keep it logic pls 🙂

dense whale
#

Title: Remove multiple exalted
Feedback: Limit to 1xT7, 1xT6

Items with 3-4 LP laying in stash probly for a full season depending on luck while waiting for that 3xT7 exalted slam.
I have three 4LP and 13 3LP items that i want to craft but i am limited to the lack of exalted drops. Sure i can just go ahead with two T7 but again why would i when i can get way better 😉

orchid swan
#

Title: CoF rework the prophecy purchasing system
Feedback: interacting with the prophecy purchasing system is not fun. Rerolling endlessly to get what you want is very tedious, very time consuming and gets old really fast.

cloud dagger
#

Title: Runemaster's Branding Cold node (Flame Rush) and Brand the Invokers (Frost Wall) need buffs
Feedback: Brand of deception is the only brand with decent builds around because it has 6x scaling with shock chance vs 2x for subjugation-chill and 1x for trepass-ignite. Ignite chance is naturally built by ignite based ailment builds so I understand it being lower but 1x is too underwhelming and this node probably sees zero use right now. Chill is easily capped, is a defensive ailment, not built by frostbite builds and Flame rush doesn't have good "more dmg" scaling. Compare this to Brand of deception where it gets 6x scaling and also a choice of any lightning skill together with ALL that skill's more multipliers which is what pushes it to viable territory. Buff the other brands, or rework so that brands get more interesting build variety other than simply brand of deception and ignore the other two.

#

Title: Nerf to stout/humble idols

steep viper
#

Title: Instrument of the alchemist was nerfed a bit too hard
Feedback: Instrument of the Alchemist from 100% chance to fling an acid flask to 10% just completely nuked acid flask completely for me. I think maybe locking a node like that behind deep point investment maybe a better alternative than just making it borderline unusable. If not 100%, I think 30% would be a far better alternative, as it stands, my favorite build in the entire game (explosive trap flask bomber) just feels completely lack luster now, with the majority of your damage being reduced by 90%. If anything, acid flask damage nodes maybe should have taken more of a hit, but not the proc rate of the skill itself. Please look at this a little bit.

Also, I just went through the entire tree, a self cast explosive trap bomber, has no damage nodes, only augment nodes besides Ash compartment, unless you were a bow build and then you could go up top for the bow nodes. Self cast bomber doesn't wait for arm duration, I doubt literally anyone even uses those nodes, but I would be curious if anyone did and how well those characters performed. It's not in ARPG fashion to throw down an ability and wait 3 seconds, hopefully the enemy waits to walk over it to maximize damage. You want to throw the trap on top of them. I digress.

The point I am making is that Instrument of the alchemist was really the only reason explosive trap self cast bomber felt good to begin with, so if the nerf feels right, perhaps adding some damage modifiers to existing nodes would help, because the scaling of the ability on its own even with acid flask is a pretty low ceiling compared to other builds. Traps have always been a single target scaler in every ARPG I've ever played, but in this game it doesn't feel possible since there are no damage multis in the tree for self cast that don't have a CD, or you have to literally wait for skill, doing nothing, and then do maximum damage. The bonus damage from those nodes isnt even worth the time

elfin saffron
#

Title: Passive slots quests
Feedback: I think it would be wise to season bind or account bind these quests to streamline having alts a bit. This can hurt seasonal longevity for many.

safe hare
#

Title: Wretchblade the Doomed
Feedback: Projectiles are invisible and instantaneous until the player is dead. Then his purple projectiles can be seen moving slowly. This mini boss in the pinnacle fight always one-shots me 5-6 times until I luck out and catch him before he looks at me.

unkempt grail
#

Title: Please let us move while in menus
Feedback: I enjoy being able to move. Leveling right now feels like yall came up with a crow bar and broke my knee caps.

lyric quail
#

Title: Corruption Catch-Up Wastes Gaze of Orobyss
Feedback: The Corruption catch-up reduces the bonus based on both the base corruption (determined by distance) and gazes that will be consumed so that the end result is the same number regardless, wasting gazes you have. It would feel better if the catch-up was checked before gazes or there was an option to not use gazes.

wind hornet
#

Title: Clicking Stash to Open Inventory Change
Feedback: I am not sure if it was a bug that was fixed or changed for another reason, but it used to be a part of my core loop for monoliths when I was dealing with the gear I picked up I'd sell junk first and then go to my stash to drop off the keepers. It used to function, that if I left my inventory open and clicked the stash, it would open the stash but close my inventory, but it would open the inventory right back up if I clicked again, this was always super quick helpful. Now, it just closes my inventory and I have to click the inventory button or hit a hotkey to open it back up and it just feels bad compared to when I could just open it up doing what I was already doing.
Even better yet, just don't have it close. Thanks

tame pond
#

Title: Resonances are too restrictive and don't drop nearly regularly enough
Feedback: The resonance system makes gifting anything less than perfect items a complete waste of time. Usually my favorite aspect of playing ARPGs is playing them with friends and helping each-other make our builds stronger by sharing loot, but the gifting/resonance system adds so much friction to those interactions that I basically can't cooperate in that way with my friends. Hypothetically, you can gift items that drop while you're in the same party and area without resonance, but there are so many exceptions that that may as well not be the case.

rigid crypt
#

Title: leftover boss mechanics on blessing selection can kill you on hardcore
Feedback: so when you kill a timeline boss the blessings window shows up and it prevents you from moving your character or doing anything until the window is cleared (which takes a long time). i almost just lost my level 82 hardcore character because the blessing window froze me in a patch of necrotic damage. PLEASE fix this

jagged mountain
#

title: mana regen is the worst way to recover mana
feedback: idk if it's just that the 8 baseline mana/s is too low or that sources of increased regen are too low or that there's no way to get +flat mana regen or something else but only builds/masteries that are completely bereft of alternative ways to recover mana grudgingly depend on regen to fuel their expenditure.

Acolyte builds either don't spend meaningful quantities of mana or they use rip blood or less often summon skeletons.

Mages go with mana strike, focus or previously that meteor refund tech you patched out or just don't spend much mana.

Primalists probably makes the most use of mana regen for lack of better options, this is one of the worst parts of the class.

Rogues, idk how exactly they do it but they cheat like crazy on mana that much is obvious.

Sentinels tend to use Time & Faith, Void Well etc but they're absolutely not getting T7 mana regen slams on gear if they can possibly avoid it.

It's also pretty silly that stacking +max mana is such a dominant approach in a number of very strong builds but I don't think any of them can possibly rely on regen if they're spending more than the smallest fraction of that 1-3k mana pool.

strong loom
#

Title: Gathering Storm improvements
Feedback: Would be nice if Gathering Storm was made more viable at generating Storm Stacks

Currently, some of the mathematical relationships for options look as follows.

Storm Stacks with node have a 18% chance to tick up instead of down. This means that 18% of the time not only is it free (making 1 Stormbolt cost only 0.82 Storm Stacks) but actually pays for another Stormbolt making 2 bolts free 18% of the time (making 1 Stormbolt cost 0.64 Storm Stacks). 1 Stormbolt / 0.64 Storm Stacks = 1.5625 = 1.5625 Stormbolts per Storm Stack

Exciting Bolts math is that at 100 mana it costs 1 mana and gives 30% of a Stormbolt in extra damage. At 1000 mana it costs 10 mana and gives 300% of a Stormbolt in extra damage. It's always the same ratio, 0.3 Stormbolt per 1 mana. That is 3.33 mana per 1 Stormbolt. This cost/effect is not modifiable with gear due to it being consumption.

The node that has 25% chance to give one extra Storm Stack per point for 6 mana per point for each target hit in melee costs 6 mana per Storm Stack. Dividing this by Stormbolts per Storm Stack: 6/1.5625=3.84 mana per Stormbolt. Not modifiable with gear cuz consumption. It's not far off from Exciting Bolts, but still worse even though you're required to melee for the extra Storm Stacks.

Tornado costs 18 mana and gives around 14 (?) Stormbolts. That's 1.286 mana per Stormbolt. You can then lower Tornado mana cost. I don't think Tornado is the problem despite being better by a landslide however. I think melee Gathering Storm and Storm Stacks for Stormbolts is too weak.

Friends of the Tempest is not a lot to do math on from what I can tell. It's fun and very cool but too weak. It would be nice if the range could be changed from between 1 to 15 to something like 1 to 40 or 0 to 15 or something, potentially with more node investment and different options.

It would be very fun and cool to have a Gathering Storm build exist in a more direct way. I still appreciate the lightning EQ Storm Stack idol, and might play it next, if it's viable it adds a lot to Storm Stack usefulness. I just think it would be cool to actually melee with Gathering Storm for Stormbolts.

rose phoenix
#

Title: Shaman survivability in Omen windows
Feedback: Shaman being a mastery with not much available Health and toughness nodes in its passive tree has big problems surviving in a tight spot fight like Omens. Where many hard hitting mobs do tons of damage and not enough time to outheal that damage. I can do Abberoth and cruising 380 corruption but omen III and last chain Omens are very hard. Especially when poison damage mobs proc there. The balance is out of whack currently .

fringe blade
#

Title: end game is so borring
Feedback: I thouht scaling corruption would lead to more rewarding experience, but it turns out it does nothing for me. I have a 4LP dagger sitting in my stash for ages and nonetheless im playing at 1000+ corruption i keep stepping across t6 afixes all over the place. The end game is just hollow. There's no point in scaling more than 500 corruption tbh. So its either: start a new char, play untill arround 500 corruption and go do another character or go play something else...

velvet rivet
#

Title: Onslaught of Cerata's movement skill effect is too inconsistent
Feedback: Onslaught of Cerata is really not good enough to warrant taking up your primordial slot. The bonuses are nice individually, but as an entire package it falls short of being genuinely impactful. I think the biggest miss here is the frequency is way too long. Twice every 12 seconds is long enough that you may as well not even consider its existence. This is even worse if your build uses a movement skill with a CD under 6 seconds (which is basically all of them?). The frequency isn't even quick enough to maintain Riposte without needing to manually use Vengeance, which I think would make this item truly interesting. Additionally, if you're fighting a boss (or any other single enemy) the effect is even worse because it will only hit that enemy once, so it's not even a valuable damage source. Even if we ignore the fact that this is a Primordial item I still struggle to find a use for this shield over the other good unique shields like Face of the Mountain, Countenance of Majasa, and Horns of Uhkeiros.

wooden anchor
#

Title: idol swapping
Feedback: really annoying have to look through Dozens of idols regulary to keep my resistances capped whenever i swap gear.

fallen trench
#

Title: Using Gathering Storms melee attack to generate storm stacks is high investment for low reward (Inc. Natural Wrath)

Feedback: Gathering Storms storm stacks are hard to generate with the melee attack while benefitting from them:

  • If the bolts do enough damage, it is difficult to hit an enemy in melee to gain stacks effectively. If you want more consistent bolt hit rates it would be better to trigger the bolts with Maelstrom or Tornado or Rampage.
  • If you attack fast enough to build up stacks, your bolts aren't doing a substantial amount of damage. It requires lots of investment and ATTACKING WHILE STATIONARY to be able to stack to 45+ with the melee attack but the payoff is just a higher hit rate of bolts that aren't doing much damage (Else, I find I am back at the previous problem). If I want bolts to do a lot of damage, I'd just build the tree and itemize for spell damage and use one of the many trigger sources to bypass the need for storm stacks.

Natural Wrath's trigger is a step towards what I think would be a good payoff for High Storm Stacks. An effect that consumes a large number of storm stacks for a big payoff sounds good. The actual effect of Natural Wrath isn't strong enough to warrant the investment as it stands. Enough attack speed and skill point expenditure to build stacks (with an attack that has similar dps to an un-mastered swipe) to then have to press another skill to trigger Earthquake feels clunky and impotent. Having to stand still and successively attack an enemy to then have to time a button press (Upheaval) to use a different skill (Earthquake) with the benefit being a bypass of the cooldown (given by a node that in exchange doesn't boost damage that much, and can be augmented by another node with big tradeoffs) doesn't feel powerful enough to not just invest in doing damage more directly.

As a last thing here, I wanted to add that Gathering Storm is one of the worst skills to use while leveling and I still see people taking it early and struggling. It needs something there too!

fair marten
#

Title: Performance of Omen's Veil
Feedback: This echo completely tanked my FPS to the point where I essentially cannot complete it because I'm unable to play the game effectively.

edgy charm
#

Title: Erroneous Controller Detection
Feedback: Game mistakenly detects HOTAS, HOSAS, Racing setups, etc as controllers/gamepads and softlocks the game until you physically disconnect these devices. I'm not going to go and reach behind my computer to disconnect these devices every time I want to play this game.
Choosing to disable any KBM input when a controller is detected is very unusual behaviour, at most it should switch back and forth when input is detected on either control scheme, but I personally would just prefer a selection box or whatever that lets me decide which control scheme is used to play.

Steam Discussions thread with other people having the exact same issue: https://steamcommunity.com/app/899770/discussions/0/597398346071582350/

median igloo
#

Title: Season 4 loading screen simulator

Feedback: having to go through several different loading screens for a temporal sanctum slam has become incredibly boring and frustrating given the massively increased volume of slams due to the introduction of rune of corruption. This is not fun at all, and has made slamming + corrupting items go from a fun and exciting process to a tedious one very quickly.

lyric quail
#

Title: Game Eats Echo Reward if Echo Complete & Server Connection Drops
Feedback: The structure of the monolith hubs and the echo reward chests leads to this unfortunate scenario. It would be better if the echo reward chest carried over until claimed or a new echo is started or something. But whatever the specific solution, this should be improved.

unkempt grail
#

Title: Temporal Sanctum is a terrible gameplay loop

Feedback: to improve gear in the endgame you may be forced to engage in a terrible gameplay loop that consumes time and doesn't actually involve any gameplay at all:

That is, slamming items until you find a corruption that may be strictly required for your build (things like rampancy on amulet, "cast shuriken on bow crit", etc).
The process (on MG at least) looks something like this: you buy a bunch of items, then sit through loading screens for an hour straight (i am not exaggerating, most corruptions take ~25 attempts on average, unlucky people might take 50+, the loading screens are at least 15 seconds long per attempt), kill julra in 0.1 second because it's 2026 and she is a joke, she does not qualify as gameplay anymore at this point of endgame content.
I love playing the game, but to improve my gear or make my builds functional i have to go through this process, and this does not feel like playing the game

upbeat otter
#

Title: Location of respawns from dungeons or monos
Feedback: The locations of respawn should make a little more sense than they currently do. For example, I just respawned after dying in Soulfire Bastion. I expect the game would send me to the staging area of Soulfire Bastion but instead I got sent to The Outcast Camp. This interaction does not match what a player expects after pressing respawn.

upbeat otter
#

Title: Aura of Decay visual clarity
Feedback: Both the Fire conversion aura and the MTX heavily obscur ground effects, such as poison or void, making it very difficult to know that you are standing in a puddle. If we could have an effect intensity slider or perhaps an option to make aura effects more transparent I think that would be good enough.

safe hare
#

Title: Wretchblade the Doomed
Feedback: Projectiles are invisible and instantaneous until the player is dead. Then his purple projectiles can be seen moving slowly

#

Title: Scarab Clarity
Feedback: These giant bugs leap from off-screen dealing on-hit damage, then immediately follow up with a crack-ling auto attack. Problem is, I can't tell what they're doing because there's almost no animation change. The leap looks the same from beginning to end, they just slide across with no way of telling where the landing zone is going to be. Then there's no break between landing and attacking, so there's no time to react after realizing "oh that was a leap, oh now I'm dead".

#

Title: Axe Throw from the Covenant of Dominion
Feedback: Tracking is not clear. When they engage with the charge-up axe throw attack, I dodge left or right and they will keep aiming where I was at the start of the charge up. When they attack, however, they instantly retarget not my current position but wherever my character is running towards-the-mouse direction, putting in my face every time i don't have a teleport off-cooldown. I always think i got away with the dodge, but their insta-180noscope is quite frustrating. If their eye-contact kept following me until they finally attack, I would have a better way of predicting the attack.

earnest sentinel
#

Title: Faster bot reporting so more bots get reported
Feedback: There's many bots spamming global with some version of "(ode: TOE." Currently I'm sure plenty of people are simply blocking them since it's way fewer clicks than reporting them. A right click-> "report common bot" option would be appreciated, and would probably lead to better data for you.

fierce island
#

Title: Shatter Strike +skills affix
Feedback: The body armor Levels of Shatter Strike affix grants Cold Damage only, which does not work with the new lightning conversion. I suggest it grant increased Elemental Damage %

meager needle
#

Title: hardcore deaths because of character locks
Feedback: Guys, please fix this and give a little love to hardcore players.

After killing Monolith bosses, the Blessing selection window pops up immediately. At that moment, you lose control of your character, while some of the boss’s abilities can still remain active.

Yesterday I lost my hardcore character during the fight with the level 85 Monolith boss, the Emperor of Corpses. I successfully killed the boss, but while I was choosing a Blessing, I did not notice that his abilities were still active. By the time I realized what was happening, I tried to dodge, but my character was locked by the Blessing menu. While I was trying to close it, my character died from DoT.

Back in Season 1, you had to talk to an NPC to open this menu. That was much safer.

I understand that your main focus is probably on softcore players, but please give a little love to hardcore players too. Please fix the character lock after boss fights.

wind dust
#

Title: Primalist idols need a update passover.
Feedback: primalist idol affixes are horribly dated and are desperately in need of a passover to bring them into line.

There is way too much "increased damage" bloat along with a whole bunch of affixes which just do basically nothing. Barely double digits of mana on transforming back into human or a 10% chance of healing ONE random minion when you kill an enemy are absurd.

lyric quail
#

Title: "Echo of a World" Description Misleading
Feedback: The description says that "completing" the echo will consume up to 4 Gaze of Orobyss, but actually it's attempting the echo. If you die, it still consumes up to 4 Gaze.

safe hare
#

Title: Ziggurat of Ruin too overdone
Feedback: Way too much dmg, too undodgable. His melee attack has a range (no animation), cant tell he attacked at all. The ranged charge up is only survivable if he straight up misses, you can't stay inbetween the projectiles or far away from them as they travel 2-3 screens of space instantly.

harsh rapids
#

Title: (Swarmblade) Locust minion needs help.
Feedback: Right now, Locust minions at equal investment are among the worst minion in Primalist arsenal. They barely have any scaling outside of some free crit chance and ailment, two things that are at odds. As they don't have any more dmg sources, outside of BIG, they don't do any damage even when you fully invest in them. I have 200 added minion melee damage, double Apogee, 170% minion attack speed, 300% frostbite chance, 600% minion incr dmg, and a full squad of cold locust (8 big version of them) take about 7 seconds to take down a rare enemy at 700 corruption, whereas vines just destroy an elite in less than 5 seconds, even less for thorn totems with far less investment, and let's not talk about how frogs who are completely busted comparatively to the rest. With the unique dragon spear (which I have also double T7 minion melee), it's the same (50% more locust but no more +50% more dmg). right now, locust need a +100% more dmg buff to what they currently do to be on par with the rest of Primalist skills.

lyric quail
#

Title: Idol Loot Filtering - Affix Values
Feedback: This is one of the main reasons I log out / end a session - having to pick through idols to check their values because loot filters can't. This gets especially bad on COF with idol prophecies, idol echo rewards, and loot lizard shrines.

vestal herald
#

Title: Accessibility - Cursor
Feedback: Looking for the option to be able to increases the size and/or the color of the cursor as it is currently pretty small for 4k players and with all the stuff going on the screen can easily get lost in the scuffle. Considering that in many cases we need to be on our game to avoid enemy attacks and get into proper positioning, not knowing where the cursor is ... can be the difference between who wins that fight.

#

Title: Tutorials and Veteran Players
Feedback: Considering it's bad enough we have to go through the campaign every time, what would be very beneficial to players (especially veteran players) is the option to not have to go through tutorials again. Such as the Forge. I know how to do it, and I certainly don't need to have to stop progression to learn how to forge a ring. Especially how it's done.. you must click this item, must click this shard, must do this and that. not necessary. An option to disable tutorials would be fantastic.

tiny bobcat
#

Title: Factions UI navigation is a mess
Feedback: The screen doesn't stay on the same faction the player has been last before closing the pane, nor does the state persist through sessions. It's all over the place: one time I'm on the CoF pane, the next I'm suddenly on The Woven's. Hitting Back on the CoF screen, I somehow land onto Endgame Factions instead of Item Factions. Please, sort this mess out.

tiny bobcat
#

Title: Nemesis sounds are bugged out
Feedback: Only Void nemesis has a spawning sound. Only Void nemesis has a "death" sound on every departure, including the actual death. None of the nemeses have their empower-1 and empower-2 departure sounds ("vengeance is eternal" etc.). Void nemesis appears to not have their attack callouts, unlike others.

forest ether
#

Title: Allow us to disable solo challenge in Legacy.
Feedback: The game guide states that we can always opt out, and the button for disable challenge is in the options menu as well. I could not disable it, so I thought it was a bug, but when I reported it I was told that it was intentional.

upbeat breach
#

Title: Buff exalts imprinting (or maybe actually bring it back to the S3 state?)
Feedback: I’m writing a plea to the gods of “Last Epoch”. Please, please buff the Exalt’s Imprinting. I’m hoping for a patch that will bring the fun back to the game. currently, there’s practically no way to evolve items - corruption doesn’t solve the problem, especially in the later stages of the game where greater predictability in crafting is needed. Additionally, despite increasing the pool of affixes, FP hasn’t been increased, which makes crafting dramatically more difficult. Please bring back that lovely imprinting system from S3 - don't listen to PoE agents that it was overpowered. Perhaps there should even be two buffs - one for everyone, and one specifically for CoF players, who are particularly disadvantaged by the new system - their ability to play for longer in the later stages has been severely limited - after LP1 corruptions, there’s basically nothing left to do.

tame pond
#

Title: Unresponsive Minion Behavior
Feedback: Minions still feel bad to use. They spend a lot of time running back and forth deciding what to attack, ranged minions such as skeleton archers get into melee range before attacking. Forged weapons spend about 2 seconds after being summoned before even moving towards enemies. In general, though, minions are just very very slow to actually attack enemies.

topaz kernel
#

Title: Abomination is sacrificing wrong minions and himself

Feedback: Even when specced to only sacrifice zombies, he keeps sacrificing skeletons and sometimes even blows up himself.

oak trout
#

Title: Mobs attacks before the map starts

Feedback: Mobs attacks the char before the map launching when I use a skill, I hear the sounds of skills, but the map is not fully loaded.
I just died in hardcore because of this. When the map loaded I was already dead and it's not a good feeling for me to continue playing hardcore. Why am I not immune for the first 30-45 seconds??

orchid swan
#

Title: Reset all skill cooldowns on entering a new echo
Feedback: title. Right now some builds have to wait 10-20sec between echoes for that reason (for example lich builds using reaper form)

bleak acorn
#

Title: additional bazaar sorting
Feedback: currently if you want to sort items on the bazaar you only have the option of gold low-high and high-low aswell as how long ago the item was posted, what im proposing is to let us sort based on the merchant currency similar to gold, aswell as sorting low to high with both gold and the merchant currency.

vocal tendon
#

Title: Softlock Chapter X
Feedback: When moving to the Ancient Oasis in Chapter 10, I didn't have time to open the portal at the beginning, then I was kicked for afk. Now the Forgotten Knight in the Monolith of Fate doesn't move me to the Ancient Oasis again, the dialogue is different. What should i do?

bitter vessel
#

Title: Rework or Remove the Black Market Token / Merchant Token.

Feedback: I have a hard time to see the positive side of these Tokens added to Merchant Guild.

Black Market Token makes the Rank of Merchant Guild totally irrelevant, which provides multiple issues.
One of the biggest issue as I see this, is that it bridges the gap for people to RMT, as they no longer need to farm Rank to purchase their stuff.

Merchant Token is not as invasive, but still removes the need to grind / be a little mindful of your Favor.

Generally it doesn't feel like a good implementation, the rewards from Merchant Guild should come from playing the game, where you progress into Ranks and gain Favor - not replaced by an occationally dropped Token which mitigate the need to progress :)

strong loom
#

Title: Attunement is quite weak if your only mana recovery is Mana Regen
Feedback: I just think Attunement giving max mana but no way to recover it, while mana regen is very hard to scale is a bit of a bummer. This is coming from a (so far) mainly primalist player. This, to me, seems like one of the many issues Shaman in particular is struggling with. Druid has wonky ways of dealing with mana (rage), and BM is mostly fine due to being more focused on strength. Other classes I don't know much about, except that VK has voidwell making max mana a nice stat.

feral venture
#

Title: Marrow Caster node is bad design because it invalidates all other build options for Marrow Shards
Feedback: The Marrow Caster node for Marrow Shards turns the skill into a point blank AOE. Nothing wrong with that, the radius is solid and it feels pretty good to use. The problem is that it obsoletes every other possible way of building the skill because it inherits all of the damage modifiers in the tree without any of the downsides. Bone Splinters are balanced by the fact that one enemy cannot be hit by both the shards and the splinters, and hitting a single target with the splinters requires either a minion or precisely aiming at the ground in front of them. This may not be the best design, but Marrow Caster just throws it out the window; there's no reason to engage with any of the awkwardness of bone splinters when you can get all of those damage modifiers on a point blank AOE. Heck, now that marrow shards doesn't charge the health cost when cast indirectly, there's no need to engage with anything interesting about the skill at all; you can just build it as a triggered AOE damage skill and call it a day. I would actually be very nostalgic for building a zombie-triggered marrow shards that didn't use Marrow Caster, because bone shards flying everywhere reminds me of a D3 build, but there's absolutely no reason to do that when Marrow Caster is available and has no downsides. I don't have any great ideas for a fix, but slapping a -25% less damage modifier on Marrow Caster would at least be a start.

timid void
#

Title: Nemesis Egg
Feedback: When you're choosing an item from stash for the nemesis egg, right clicking it should put it in the box instead of equipping it.

gentle oak
#

Title: Over-capped resistances should be redistributed to other resistances, and/or replace the stat with with all-res

Feedback: I'm a reasonably old player of games. Stats with soft/hard-caps was tried in World of Warcraft (hit rating, expertise rating, resistances) and all of them have been removed as a result of people having to resort to tools like Ask Mr Robot to optimise things for them. Not doing so ends up feeling bad having to do it all manually every time an item drops that has different resistances. Learn from their mistakes!

Either any resistance over the 75% cap is given to your lowest resistance at 75% efficiency, or, replace the entire stat with all-resistance and divide the associated values by 7 rounded up across the board.

EDIT: I've played for over 250 hours and don't have a level 100 character yet so I suspect this feedback should be taken with a pinch of salt

feral venture
#

Title: Vault of the Barnacle King feels like a punishment, not a reward
Feedback: Vault of the Barnacle King's fantasy is that it's a better Unclaimed Trove. It fails to deliver on this fantasy because the lizard mobs are so overtuned that it's miserable to run.

strong loom
#

Title: Give Butchers Crown mana regen from frenzy
Feedback: Butchers crown is a very cool item, but it's a bit divergent. It's good for mana sustain if you have a significant amount of increased mana regen, but negative otherwise. It would be easier to use for both of its big effects if it gave "X% increased mana regen while you have Frenzy". I'm thinking some value between 20% and 100%, maybe variable per Butchers Crown. The idea is that it would scale with frenzy effect. This would allow frenzy effect scaling builds to use the item without needing to have a significant amount of mana regen to be able to deal with what is usually an upside, and generally make the design more cohesive.

void abyss
#

Title: Necromancer's Damage Reduction
Feedback: Necro needs to have her effigies node give her more DR , She has to have uniques that also reduce her incoming damage , Aarons will needs to have a damage reduction effect , other ideas is make for every minion she has to reduce a percentage of damage either through a new unique or passive tree node. Make her have new idols that have affixes for Damage reduction for each minion

lime solar
#

Title: Fix Imprints PLEASE...
Feedback: 2300 corruption, out of 30 exalted daggers from prophecies 21 are single t6, 1 is doube t6. 8 are single t7. The nerf to imprints was just too much. I feel like I can't even play the game it's so incredibly difficult to get a t6/t7 double exalt. Then if it doesn't drop with the stats i need i have to 50/50 rune of removal to try to somehow magically salvage it. If I'm lucky and hit the 50/50 I still have to get lucky and hit the havoc before the FP hits 0. Most of the time it just bricks immediately with the removal. This has drained my will to play the game and this is the reason I'll be quitting the season. I love everything about this season and I think it was very well done. It's just way to painful to farm double exalts as CoF. I can't keep doing this.

gilded edge
#

Title: Drop rates for Havoc and Redemption runes are too low
Feedback: For late-game crafting they're absolutely essential items, but these runes have an extremely low drop rate outside of Uberroth.

jagged mountain
#

Title: Storm Stacks vs Triggered Storm Bolts
Feedback: ~~Replace most sources of player scaled triggered storm bolts with Gain a storm stack.

For example Lagon's Answer in Shaman's passive tree has Chance To Cast Storm Bolt On Spell Cast: 8% per point & Chance To Cast Storm Bolt Every Second While Channelling: 20% per point which could and probably should add storm stacks instead of triggering bolts here and there.

Looking at the sources for storm bolt on LET I'd say Lagon's Answer, Thunder Strike, Lagonian Wrath, Fury Leap (Lagon's Wrath & Stormbringer), Maelstrom (Power of the storm), Werebear (Crackling Assault) & Chance on 10 or more mana spent to cast lightning at a nearby enemy Idols would all better enable an amazingly thematic & fun but underwhelming playstyle as storm stacks.

Tornado probably should stay as is, it's a very distinctive build and works well and minion scaled bolts have their place too.~~

More ways to get storm stacks pls

zinc compass
#

Title: FAQ Channels could use some love/updating
Feedback: The #1230194193922785310 , #1230194349879464108 , and #1230194460164362350 channels could use some attention and a refresh since they're outdated, e.g. "How to unlock Empowered Monoliths" in #1230194193922785310 doesn't include the updates from this season, "How much story is there?" mentions chapter 10 in future tense, there's a "When will season 3 - Beneath Ancient Skies launch?" in #1230194349879464108 along with an outdated "Will the game be available for console?", etc.

dry meadow
#

Title: After Death Information.
Feedback: Still feeling bad. Not much information either. It would help me a lot if I could just click away the splash screen to actually see what kind of effects the enemy had.
I can't do that in certain situations. Small corridor, big glowing sparkling something with big rapid sword AOE's and jumping around. Fire and Lighting effects everyhwere. And me trying to not die by 1 or 2 hits while trying to find my combo effect icons between the 5-10 other ones to track some counting.
It...hurts a little bit.

lilac prawn
#

Title: After Death Information.
Feedback: Just reiterating the comment above. Please have the death recap, the breakdown of the last 2 seconds of damage instead of the last hit. I've often died to a small amount of damage while full health, ... just because I got hit by multiple things at once and the recap doesn't give a good idea of what actually happened.

native lotus
#

Title: fix moving while ui pannels are up.
Feedback: bring back beeing able to move while the skill and passive pannels are open, as an option. This change killed multitasking, specially while speedrunning, please add it back as an option.

strong loom
#

Title: Couple Blessing Rolls
Feedback: When you farm blessings, blessings with 2 rolls might prioritise the roll that is less important to your specific use case and not save a better roll for you. I don't know for certain if all rolls with the same visual number count as equally good, but otherwise it seems quite unlikely that you would almost ever have the game automatically keep a +20 life regen Lagon blessing. In any case, it would make double roll blessings more on par in how difficult they are to obtain at good values compared to single roll blessings.

storm merlin
#

Title: Bosses attack damage/telegraph ratios
Feedback: bosses are all over the map in terms of how much damage they deal relative to how much of a windup/telegraph the attack has.

You've got things like the balista attacks from Shattered Lance or the fire slam from the abom that look super dangerous, but they bounce harmlessly off even moderately durable characters. On the other end, your toe touches uber's void fire for 1 frame or shade of orobys casts a hit-scan lightning bolt and you're dead instantly.

The brute harbinger (except in spirits of fire where he sits in the no-fun-allowed anti-melee Baja Blast puddle for 4/5 of the fight) is probably the best one you've got right now. His big swings will one tap most characters, but there's ample time to react and move out or activate a cooldown. His smaller attacks like his teleport dash and multi swing combo are dangerous but unlikely to kill you out of nowhere unless you're a squishy character intentionally playing out of his range (and in that case, they're reasonably avoidable).

strong loom
#

Title: Face & Core of the Mountain more common and/or lower LPL. Potentially buff Core further
Feedback: All of the mountain items are cool, but mostly Peak and Foot see a lot of use from what I can tell.

Face of the Mountain:
Face got better with addition of T-rex relic. But I still think Face could either use a small buff or being more common and easier to slam.

Core of the Mountain:
Core I would wish for either a numerical buff or significant obtainability buff (much less rare and lower LPL, for slamming and corrupting in bulk). But mainly a stat buff like flat armor and/or higher values on existing affixes would be nice. For example for a brutality build with exulis, high all attributes and % increased armor would be very cool, although the body armor base still has quite low flat armor (imo it should probably be a Gladiator Armor so it has similar armor value to other armors with a similar level requirement, alternatively something like "Ancient Stone Armor" or "Living Rock Armor", with higher armor cuz it's from the core of a titan).

Not sure if this is coloured by me mostly playing primalist. Maybe rogue or mage or acolyte, or even sentinel, use the body? (If people think so, I guess they could just react with the class icon)

narrow dock
#

Title: Holding Alt key on “Chance to not consume a Potion on Potion use” affix should indicate the 75% cap added in Season 4.
Feedback: Season 4 patch notes changed the “Chance to not consume a Potion on Potion use” affix to have a 75% cap. That information should be displayed when holding Alt key.

rocky quail
#

Title: Rift Beast attack "Discharge" is overtuned compared to others.
Feedback: When fighting Rift Beasts, the only attack that kills me is a oneshot from Discharge and it does something like 5k damage which is way more than anything else hitting me, and it doesn't seem to have much of a telegraph to warn the player. Suggest reducing the damage significantly and/or adding decent telegraphing.

tame pond
#

Title: Uberoth Design Encourages Glass Cannon Builds
Feedback: Because Uberoth deals so much damage, building a character that can survive through an attack or two from Uberoth just doesn't make as much sense as completely abandoning defense and building entirely into dps. I personally think this is a problem, as it means most characters are retooled specifically for fighting Uberoth, rather than fighting Uberoth once they're overall strong enough for the fight. All of my Uberoth kills have been on lower budget glass cannon builds because my high budget all-rounder characters never get tanky enough to survive any better against Uberoth and the fight just takes too long to do perfectly without a pure dps setup

tribal dagger
#

Title: Damage from Aberroth swirling blade too high (uber) + general boss feedback
Feedback: Title
Damage feels way too high. Every class, that isn't really able to stack armor via tree/scaling has a huge disadvantage.
Classes like mage/rogue/acolyte, that don't come with reduction for neaby enemies or other bigger boosts the primalist/sentinel gets, just gets cut into pieces by these things...

Overall, the whole scaling feels a bit odd for our uberroth dude.

As the person above me wrote... the whole defense system feels to have no value for uberroth.
Please give every class more really meaningful damage mitigation options to fight that problem.

As i wrote in Season 3 already... the pure frequency of void balls and perma persisting beams just forces a type of gameplay, be ultra quick, play meta or gtfo. Channeling? Nope! Minions? Nope, if it is not a broken minion build that skips entire phases.
Fighting with minions at pinnacle bosses is a pure mess, espascially at aberroth, because we just need to push them from left to right, so they dodge the mechanic. Revive should be rethought aswell, for these fights, it pretty much means, return again.

Blades, just hit too hard for the fight.
Overall, i think, there should be some rethinking about how the fight should go.

10sec-120sec fights shouldn't be the only thing that should be viable here.

prime wadi
#

Title: Occasional lag spike resulting in death on character select.
Feedback: Character still had the HC tag when logging in, yet after logging it was no longer on HC.

These "weird" lag spikes have been happening since last patch I believe. This was on EU servers

strong loom
#

Title: Not being able to move when a UI is up is not optimal.
Feedback: I just died to not being able to move while waiting for blessing replacement animation.

hot salmon
#

Title: ghostflame less damage while rotating
Feedback: when you have the two nodes in ghostflame to turn its aoe into full circle and that you can move while channeling it feels bad that you get hit with less damage since you do have to constantly turn and move around in order to stick to a boss, otherwise you would just move past them. I feel that if you have the circle aoe node it should also disable the rotation doing less damage thing on ghostflame

slow sail
#

Title: disintegrate less damage after rotating
Feedback: Essentially the same as above, Specifically when using controller it's impossible to NOT rotate as the beam quickly snaps to enemies for auto aim, making these skills feel especially bad when playing controller.

crystal oyster
#

Title: Damage received unpredictable and spiky
Feedback: Compared to other games damage feels extremely chaotic and spiky. Different monsters deal vastly different amounts of damage and pose vastly different levels of threat, and that is not communicated well through the visual and audio mechanisms of the game. It's good in boss fights, but it's hard to interact with the rest of the game and understand how to react to things. Genuinely, it's so egregious that it feels bugged/unintentional in the majority of cases.

I'm curious what tools EHG devs have for testing new/existing content, and would generally like to say that I'd hope that verification of monster/encounter damage was vetted carefully. LE probably has more "why am I suddenly dying" moments than any other game I've played. I have a small ward layer and conservatively 20k EHP below that. I'll go through most of the game without anything getting through my ~2k ward, and then suddenly will take ~20k (EHP) damage very, very quickly, and not understand what the new threat even was.

unkempt grail
#

Title: disintegrate damage while rotating
Feedback: i know the "less damage while rotating" thing is to prevent quick 360 screen clears, but honestly disintegrate is already one of the worst skills in the game, I don't really understand why the one thing that would make the skill at least somewhat fun to play, needs to be nerfed. Just let the players have fun with it, you know from the data there are way stronger things in the game lol

crystal oyster
#

Title: Idol Prophecies are a terrible experience
Feedback: Two main points - Idol prophecies have no class bias (WHY?!!?) and idol prophecies don't have unique icons for the different types of idols (WHHHHYYYYYY??!?)

lethal dome
#

Title: first time respec of mastery
Feedback: respec cost of near a million only effects noobs just finishing campaign. lower cost into the dirt or at least give free 1 time respec.

acoustic prism
#

Title: end game is so borring
Feedback: I thouht scaling corruption would lead to more rewarding experience, but it turns out it does nothing for me. I have a 4LP dagger sitting in my stash for ages and nonetheless im playing at 1000+ corruption i keep stepping across t6 afixes all over the place. The end game is just hollow. There's no point in scaling more than 500 corruption tbh. So its either: start a new char, play untill arround 500 corruption and go do another character or go play something else...

gilded edge
#

Title: I think some enemies are doing too much damage
Feedback: Enemies such as the Wengari Matriarch, T-Rex, Bumblebear, and the void darts (triangle sniper things) all have very powerful attacks but have poor indicators.

T-Rex and Bumblebear do extreme damage compared to other enemies and they have a very poor indicator for the damage area on the movement-related attacks.

I've taken some wild damage from a Wengari Earthquake.

These enemies are often stronger than bosses at comparable corruption.

quick rapids
#

Title: Warpath and Lagoon boss fight.

Feedback: When going in to the boss fight as sentinel whilst channeling warpath u get TPed to the second phase of the lagoon fight when the encounter starts and then Lagoon becomes unkillable

olive flare
#

Title: Development Priorities
Feedback: I wanted to respond to the recent EHG forum poll about development priorities. As a hardcore player, bugged enemies that do too much damage are my top priority I would rather have my game hard-crash every few hours than have enemies that brick my run due to bugs. Examples from last patch include Emperor of Corpses, poison sludge, omen pyromancers, and several rift beast attacks.

feral venture
#

Title: Blood Golem Sanguine Orb lacks AOE tag
Feedback: The Sanguine Orb skill used by Blood Golems lacks the AOE tag, and thus cannot be scaled up in radius to hit more often against single targets. This is inconsistent with other effects which do scale in radius despite having fixed target limits.

rocky quail
#

Title: Crystallized Hearts Are Too Rare
Feedback: I have leveled 2 characters to 95+ and never seen an option for a crystal heart. I have to buy them every time from Skarven. Why make them so absurdly rare? I even had the Weaver tree node to increase the odds for a considerable amount of time. Please rethink their rarity.

tribal dagger
#

Title: Feedback for our bug reports/suggestions #1
Feedback: I would like to see some feedback on our posts in this section of the discord AND from the bug reports..
Thethings that are mentioned in the monthly eterra are most likely bugs and i have the feeling, that soooo many posts in here and the bug report section somehow do not get the deserved attention.

IF we report bugs and post suggestions over and over and over again, for season after season and those bugs/misprogrammings never find a fix or touch, all the effort feels empty and unheard.

I would like to hear some more feedback on certain things.

I don't know if you think it is a "future perspective thing", like something, you don't want to hint a spoiler for or whatever.... but on some ends i am tired to report the same things over and over again, the same goes for suggestions.

#

Title: Feedback for our bug reports/suggestions #2
Feedback: I was really surprised, how you treated the smaller idol issue, i hinted three days BEFORE the actual launch of the season.
Nothing happened, that part was just commented with a "database could be wrong", which isn't that bad i think, but then just saw dust and three or four WEEKS into the season, AFTER i made a feedback post about it, which got some decent attention, that it feels like a lackluster, that smaller idols are nerfed, you reverted/targeted that nerf/"bug" which i think wasn't... but anway.

Maybe it would be cool, to have some more presence in here, that can discuss things like that in a better way.
If it is just Mike or the mods, i would assume, that if just falls through and that sucks.

#

Title: Feedback for our bug reports/suggestions #3
Feedback: Some players in here, have been contacted to give some further feedback on their posts/opinions, via Derrick for example OR streamers should leave their opinions on certain things... Not sure, why streamer voices are worth more, but anyway..... Raxx's video was just a copy pasta, a collection of things we shared many many times, nothing was new basically.
I want to hear the thoughts about it, i want to hear feedback on the things we shared about it.
A roadmap doesn't mean anything for me, if i don't know, whether the issues we currently have are tackled or not.
It is nice to see, what completely new is coming, but the old lacklusters remain and we won't be informed about and they remain for multiple more seasons...

The same goes for bugs and issues.
And... the same goes for bigger opinion collections via a poll or dev blog. (Mtx/future content/dot dmg etc.)

It is tiring and i hope summaries/feedback reactions/state of bugs/direct actions following feedback and so on will see some light someday... Eterras Monthly isn't there yet...

But, keep it up! 😕 ✌️

olive flare
#

Title: Trusting the design team

Feedback: As an audience, we do a great job of pointing out the game elements that are working well or poorly, but not a great job at coming up with solutions. Dungeons are a great example. Players complain that they are boring, so EHG added in portal charms and Warden's Echo to make dungeon content fully skippable. The audience now complains that the endgame lacks variety and is just blasting mono. The audience correctly identified a problem: dungeons are not challenging or rewarding late game, but we did not give a reasonable solution to this problem. My feedback is the design team should trust themselves to solve the problems that the community helps identify.

wooden magnet
#

Title: DoT Builds Depend Too Much on Attack Speed
Feedback: The current DoT “stick damage” mechanic makes almost every DoT build rely heavily on attack speed. It removes the classic DoT playstyle fantasy of applying damage once, moving through enemies, and watching their HP slowly drain over time. I really hope the DoT damage calculation gets reworked/Add other Mechanics so DoT builds can feel more distinct and less dependent on rapid hit stacking.
In most ARPGs, DoT usually just needs some hits to inflict ailments and then you watch enemies’ health drain. But here you have to stand still and spam attacks like crazy—it doesn’t feel any different from melee builds. GigaChad

knotty mist
#

Title: Cast on cast should use modified mana costs
Feedback: If skill A casts skill B, it often lists a mana cost relative to the original, base mana cost of spell B. Shouldn't it use the real cost of skill B if skill B is specced into lower costs? This is counterintuitive and nerfs a lot of creativity. If some builds are "too OP" as a result, the mana discount for spell B is probably too OP to begin with.

proper stone
#

Title: Game polish and bug fixing
Feedback: From bug reports from ordinary players, to community testers and even content creators, i cant help but feel like most of it is often just being ignored. I stopped as a CT or even reporting bugs now, because a lot of the time they had already been reported plenty times. (Example right now, Aberroth sticky/reappearing ground loot, still somehow not important enough to fix?)
Polish: Theres still, especially in weaver area, insane amounts of impassable clear areas and non solid walls. Monsters that charge/leap/dash through walls, out of bounds even. Stash search leaves much freedom to be desired (example: 2t6+, body/mace/ring - allowing keyword searches). Stash interface overall still frequently becomes extremely laggy and unresponsive, worse when filtering for anything. Quick drag/drop or sorting items in and out of stash becomes impossible without a restart. I like this games self-found mode and item chase (though getting out of hand with omens), but when polish and bugfixing stays this unimportant thing, then maybe its time to move on.

thorn totem
#

Title: Lack of synergy between uniques, skills, and classes
Feedback: Items such as Lament of the Lost Refuge, Phantom Grip, Yulia's Path, Flames of Midnight, and the Gaspar's set focus on damage types that their primary associated classes do not have access to (necrotic for Sentinel and Primalist, void for Mage and Acolyte). Even though you can try to scale them with gear affixes, it feels like a struggle that doesn't need to exist. In general there are too many uniques that deal with void damage when there is exactly one mastery that focuses on that damage type.

Similarly, some items such as Rotmind, Tongue of the Aberrant Seer, and Draalsting have such specific skill tag specifiers that they don't apply to a lot of things you would want or expect them to.

Thirdly, some skills are lacking tags that they should intuitively have. Examples include Enchant Weapon (spell or melee), Warcry (buff and maybe melee), Rebuke (seems like a melee ability rather than spell), Aura of Decay (not a spell), Shift (not melee, despite Teleport being a spell), Dark Quiver (not a bow skill).

These things come together and make some parts of creating a build overly time consuming and limiting. If a unique is clearly geared for a class but uses an out-of-class damage type, it should do a lot to support it (like the new Rahyeh's Embrace), not just do a damage conversion and call it a day (like Yulia's Path).

olive flare
#

Title: Resetting echos to farm experience is bad for the game

Feedback: The 'meta' way to level is to set up an experience farm in a high-density echo, such as rune prison complex, great bridge or a super arena. The player then resets the echo for several hours. This creates a scenario where new players 'researching' LE see degenerate gamplay on streams, video guides, and written levelling guides. For players who want to engage the strategy side of LE, this creates a scenario where the player has to choose between having fun and playing the game well, which can be considered a design problem

unkempt grail
#

Title: Lack of lightning support for mage

Feedback: both fire & cold have insane damage multipliers in the context of mage, with firebrand/ice barrage giving you a 70/60% damage multiplier, and throne of ambition also boosting those damage types by another 40%. Lightning has nothing of the sort.

As a result (while of course it's still possible to make good lightning builds), when a skill gives you the option between lightning or fire/cold (flame reave, shatterstrike, disintegrate just to name a few), your best option for damage will never be lightning solely due to this lack of support in the "lightning damage multiplier" department.

pallid patio
#

Title: fix moving while ui pannels are up.
Feedback: bring back beeing able to move while the skill and passive pannels are open, as an option. This change killed multitasking, specially while speedrunning, please add it back as an option.

storm merlin
#

Title: Uber tests builds in a way that is incongruous withe the rest of the game.
Feedback: First off this is NOT commentary about Uber being too hard. the level of difficulty is...fine? There are some interesting ideas but they get lost in the Tohou style screen-vomit.

My feedback is Uber is the wrong kind of difficult. A "good" build is often about finding ways to balance a large number of traits into a workable package. You need to have enough damage to kill bosses, enough aoe to clear echos efficiently, enough mobility to traverse maps and evade attacks, enough mana to sustain your offense, enough EHP to tank big hits, and enough recovery to keep yourself in peak form.

Uber throws all that out the window and pushes you heavily toward unbalanced extreme characters. He does SO much damage that anything other than a giga-tank stands very little chance of surviving anything but the lightest tap. Plus the longer the fight goes, the more likely your toe touches a dot hitbox you never saw and the attempt ends.

A character that can tear through 1k+ corruption will struggle with Uber because their balanced stats provide insufficient defense for his overwhelming damage and insufficient damage to "cheese" the fight and skip entire phases.

Conversely, a tank that is an insufferable slow mapper can just whittle Uber down via attrition and an abusive burst character can just nullify the fight. Neither of these will do well in ANY other content, but are afforded the right to conquer the pinnacle challenge.

It's a shame that something which is supposed to be the top test of your build doesn't test the merits if your build, it tests your ability to build to the test.

fair marten
#

Title: Thank you for removing the decaying sections of the forums
Feedback: Support and Bug Reporting sections of the forums have been long decaying. Removing them and pushing players to other channels was the right decision and a long-time coming. Keep up the good work folks 🙂

tribal dagger
#

Title: Feedback Story/Campaign/Early progression
Feedback: A bit of a different feedback... no kappa, just being honest.

I really like the campaign. I have, not even once ! skipped the campaign or played a dungeon pre-empowered...

It is easy yes, it got a bit more difficult on certain enemies yes, but the second character, with shards/runes stacked up, has already an easy life, without too much to prepare for and i think it is fine.
The corrupted items CAN be a good level boost, but i see crafting shards being the top campaign booster more than anything else.

Playing each class each season and doing all the pre-empowered leveling within the campaign feels good. It is cozy, fun and teaches the way enough to be prepared for the rest.
It would be nice to get a bit more shards during the VERY FIRST PLAY THROUGH on a fresh season start, so we can craft a little bit more for our first character...
Maybe completing main quest steps could trigger a decent "shard explosion", so these shards would drop in a condensed spot. This could be cool...

If you have a build prepared, the story run through teaches you movement and skill usage and gives a good preparation for the endgame and how in general the build could play.

Re-specializing skills feels a bit punishing. I would like to see the "max minimum" of skill levels be raised by 2 per defaul after you despecialized and chose new, so you have a bit more freedom during leveling. This means, the overall maximum would get reached earlier too on higher level.

Getting 2x ** +1 to all stats** is an okayish bonus after completing certain thresholds, i hope to see these rewards or different notable rewards again with the last chapters.

I would like to see some more of the "character boosts" on certain post campaign progression thresholds.
Having the "+1 to all stats" ones locked in campaign for example and 1-2 skill points locked behind the monolith progression would be great and you have a cool boost in front of your eyes.

For example:

  • Killing your first Harbinger grants you one additional skill point.
  • Completing the Harbinger faction (300c) grants you one additional skill point.

Something like that would be nice.

Overall, i am having a good relaxed time during campaign. I do understand, that the "action" is somewhat missing, but you have all of that anyway during empowered monos and pinnacle bosses.

Looking forward to the rest 🙂 👍

normal plover
#

Title: Balance and Visual Clarity
Feedback: I love the game, I’ve played for hundreds of hours over years of play, here are some of my thoughts on areas the game could use some polish on.

The balance from class to class and item to item can feel night and day. I understand new items will be stronger than old because balance philosophy evolves with the game, though I have found a wide power scope even between multiple new uniques released in the same season. Also older uniques that get buffed usally still feel pretty underwhelming after being revisited.

With each season I feel a stronger need to play a meta build first to acquire the gear so I can enjoy the builds I’m interested in because there is such a disparity of power in the game. This feels bad to me and I feel like there are a disproportionate amount of under performing spells and uniques that lead to dead end builds in LE compared to competitors. This hurts the health of build crafting with the vast majority of people playing the newly over buffed class/maxroll build instead of experimenting and building their own.

The vast majority of end game viable builds also all pull from the same small pool of uniques that offer powerful offensive and defensive combos. I think taking some of the power from items and putting it back into the base character kits would help with the health and viability of more builds.

I have found that many skills and effects obstruct your view far too much which leads to frustrating deaths because you couldn’t see what was going on. The lack of visual clarity in LE is very detrimental to a game that has such harsh spikes in damage. I think having a slider of some sort for visual transparency would help as well as buffing the other defence options besides ward. Ward feels mandatory on far too many builds.

I think there are a lot of great, industry pioneering systems in LE though I think the game is currently being held back by its lack of visual clarity and balance.

fleet pier
#

Title: Campaign feedback
Feedback: I play the game casually because I get bored before going deep into the item/gear grind and monoliths. Not looking at this from a game balance standpoint, just from things that I think make the game less fun to play through and reach that point.

  1. Make MG/COF factions available way earlier in the campaign, like when you first get to Majelka in act 5 or when you get to that town at the start of act 4 in the imperial age. I like that you unlock them in the first camp for alts, but it's tedious getting there on your first character in a new season.
  2. Give skill specialization slots sooner. It makes trying out skills you unlock along the way annoying when you have to wait until level 50 to actually specialize all 5, especially the huge gap between your first 3 skill specializations and the last 2. I'd keep the first 3 the same and then make slot 4 unlock at 30 and slot 5 at 35 or 40.
  3. Either give more passive points from side quests or remove the ones that don't reward any of those or idol slots. In general I would say just remove idol slots with how this season's omens work, and give us the full board once it's unlocked in the story in act 2.
    I know there are some people who wish we could just get those extra passive points and idol slots as we level up so they could have alts that level through monos, and I get that too. But I like having quests give extra passive points, it at least gives me a reason to do something besides mindlessly rush toward the end of areas. I think I'd just make it so if you level through monos you can use the epoch to travel around to different points in the campaign and do those quests specifically, or have it be some kind of account-wide thing you unlock for alts after doing the campaign once, like MG/COF NPC in the act 1 camp.
strong loom
#

Title: Getting stuck beind gold piles in Tombs is... very frustrating.
Feedback: It now happened twice in maybe 4 Tombs. This removes the enchants which is the entire reason I place the tombs. Using evade or movement skills does not work once you get pushed to the wrong side. The only solution seems to be to portal out which basically ruins the entire woven echo.

amber wharf
#

Title: Alternate Endgame content
Feedback: Hey EHG Team, Big fan with over 2k hours and always happy to purchase supporter packs every season. My mates and I have a bit of trouble these days though committing to the constant grind of mono endgame. I have been drawn to other games that have lately provided endgame options to completely customize either a dungeon or an arena or something with modifiers to make it easier or harder to increase loot chances/quality etc allowing other options for endgame instead of just I got the uber boss and got to 2k corruption. Some dungeons with multiple boss'es and customizable modifiers would be epic and maybe even more coop gameplay with others with classes helping. ie tank, dps, heals etc. the current state of endgame makes my friends and I stop at roughly level 80-85 as we are just pushing monos and we get bored. Would like to see arena's get a complete rework to promote it more. Cheers

heavy wadi
#

Title: The Land Before Time Unique Idol Broken
Feedback: It does not work with wolves, I can only summon 1 when using it? It is not corrupted either. I tested it. I have no passives or wolf skill node that is limited to 1 companion.

rotund oriole
#

Title: I love you devs, from @lofty turtle
Feedback: I was getting annoyed cause i couldn't play with just my mouse because i couldn't bind surge to my side mouse buttons, TURNS OUT, that's because you guys are FKIN GOATED ❤️. I was so used to the idea that you could only have 1 control scheme active at the same time that my brain ignored and acted as if the 'mouse' section didn't exist. It took me thinking it maybe was because i was playing on wasd control scheme earlier that i couldn't bind it to finally check back on keybinds to see the mouse section. All that to say, this is the kind of feature that shows you care about the player Qol, the ability to have the same action bound to a key on the keyboard AND the mouse is such a perk for when you switch between chilling in maps and locking in for a boss. ❤️

dry meadow
#

Title: My Season 4 experience
Feedback: I played since EA, I think I even played the first released demo of the game way back. Throwing a shield or a few hammers around, in a preset map?
I skipped the third season, and came back for the fourth. So a bunch of new stuff for me. Corrupted items, primordial items. Related shards. Echo Chains and some more changes.
It might be partially coincidence, but so far, I have the most fun in LE as far as I remember. Minus the story rerunning, please tell me something is in the making for that.
I'm not in the end game yet, though. I went into Monoliths from level 30 to 65+, went back to run the story bonus stuff + faction, and went back into monoliths.

But since starting my character (seasonal), I stumbled quite often into Item drops where I had actively make decisions and thoughts, or just faith leaps.

Because of the corrupted effects (getting something proper seems more likely in the early game though? Or I was just really lucky with 2 high tier damage weapons and a permanent frenzy relic).
Idol Altars is something I knew would be good ,without knowing what could make the Idol slots great.
Also finally not just a resistance filler anymore. Double great.

Primordial, at least for my current things, I had a few choices all being quite enticing.
And even if not... T8 affix making? Sounds like a worthwhile filler, of no Primordial Unique is used.

Set effects, unlike many of my previous characters, are quite interesting, especially or mainly, because of the set shards. More considerations and choices to make.
At least, at my current point, I'm seeing it like that.

And the Monolith building with Echoes and the Weaver Skill tree.

Uncertain if I will talk the same after being deep into endgame. Or when I think I'm "done" with the season/character.
But...I like it. It is a good direction for my perception.

Also give me EVERYTHING in the character window. Still much missing.

median igloo
#

title: seismic smash & aftershocks

feedback: the seismic smash node in the earthquake tree has proven to be problematic for two reasons. firstly, the shatterquake and crushing wake nodes are too powerful to make it not clearly the optimal way to play earthquake builds that want to hit with the initial slam. this means that a majority of earthquake builds are incentivized to disable part of the skill, and playing initial hit earthquake with the aftershocks is suboptimal. the second problem is that due to the multipliers also being initial slam multipliers, aftershock multipliers have been nerfed repeatedly despite not inherently being problematic, due to the existence of seismic smash. now aftershocks on their own are pretty low damage, which provides even more incentive to disable them entirely. aftershock builds could really use some love, the initial slam is in a much better spot comparatively and is loaded with other multipliers even excluding the aftershock multis.

lofty turtle
#

title: clickable button for cof and merchant, add dungeons too cuz why not

feedback: who like more clickety clicks? nobody, having to click on the specific timeline, zoom out, drag the map, zoom in, miss your right click on cof, vigorously right click on cof again, should not be a thing, having clickable waypoints no matter on which timeline map you are would be a nice qol addition.

lofty turtle
#

Title: Automation good, chronophage behavior kills a game

feedback: Nobody like menial tasks, especially in games, especially for something random, an automated prophecy system that gives you however much prophecies you want X with the conditions you list, with the lenses you input would be a feature that better respects players's time.
And if not that, at least the option to bind a key to the reroll button, reduce extraneous actions, improve the experience

lyric plume
#

Title: Choose blessing popup locked me in a damaging area

Feedback: Almost lost my lvl86 HC char to this, could there be a better way to choose a blessing? Like me triggering it by touching something or something similar, making the popup show when I want, instead of popping up after the boss dies, making me unable to control my char. It happened in the Reign of Dragons timeline, when there's some damaging stuff around the area at the end. https://imgur.com/a/IxHZVxN

lofty turtle
olive flare
#

Title: Level of skills on body armor.

Feedback: In HC, Percent Health affix is on body armor is one of the most important slams. Having 'Level of Skill' on the chest makes the skill notably weaker than the skills that are slammed on helms and relics.

feral venture
#

Title: uniques feel too easy to find relative to exalted items (at least before Troves)

Feedback: I feel like the ratio of LP1 uniques for my build to exalted items to slam on those uniques is too far towards the uniques. I play a lot of solo character found, usually up to 10/10 harbingers, which means I have to re-level the Weaver faction every time and don't have much access to Trove maps. CoF favor is usually more efficiently spent on uniques, and the Weaver tree imprint nodes are also very good at printing common uniques. But the generic exalted nodes don't keep up very well unless you are doing Trove maps. It just feels very weird to have so many Lp1 and Lp2 uniques just hanging out in my stash waiting for exalted items.

lofty turtle
#

Title: Area for monster prophecy

Feedback: For prophecies which require the death of specific rare monsters, it would be qol to indicate which mechanic or echo type/timeline you can find it in #❔┃ask-the-community message
EDIT: as a matter of fact, if there is echoes with points of interests for active prophecies, it would be interesting to have some sort of indication on the echo web

hot salmon
#

Title: Rare gear echo rewards in empowered

Feedback: Doing empowered echoes with rare gear as echo rewards feels bad since you really don't use them that late in the game. All I can use them for us shattering for affixes or selling for gold, and I would rather have affix shard or gold echo reward. At least for exalted and uniques I can get item I can use on another character even if my current character doesn't use it while I am traveling through the echo node in the web to get to echo rewards I want.

wooden magnet
#

Title: Natural Wrath Idol Needs Better Synergy and Scaling

Feedback: Natural Wrath Idol feels really awkward and poorly designed right now. Using two no-damage skills just to trigger a third skill that also does barely any damage feels terrible. Gathering Storm and Upheaval don’t even have meaningful synergy with each other, so the whole gameplay loop feels forced instead of satisfying.

At the very least, Gathering Storm should automatically trigger Upheaval once enough stacks are reached, and then Upheaval could trigger Earthquake to create a smoother and more rewarding chain of interactions. The build also needs actual ways to scale its damage, because currently the payoff is far too weak for the amount of setup required.

A good comparison is Laup's Path, another new item this season. That item feels amazing because it makes the Shatter Totem build flow smoothly, and almost every skill synergy with each other. The gameplay feels cohesive and satisfying. Natural Wrath Idol currently lacks that same sense of synergy and purpose.

misty mural
#

Title: more ways to spend our unneeded mats

Feedback: we have 1000s of glyphs, runes and affix shards we dont need and it would be cool if we had ways to trade our mats for rarer mats like runes of weaving or glyphs of despair for example. another way that we could use our high amounts of mats is to exchange them in the lightless arbour after killing the boss for rewards just like you would with gold. thanks for reading 🙂