Title: [Storm Totem - Blizzard/Avalanche]
Suggestion: [The entire top right section of the storm totem tree is kind of bad, 200% damage effectiveness/s spellDOT on a skill which you can't have multiple of active simultaneously is just negligible damage, the scaling elsewhere on storm totem doesn't have any synergy with it (crit, shock, cast speed, flat lightning etc).
You've recently added ways for minions to trigger avalanche boulders, it strikes me that Shaman's signature totem/skill/minion being able to cast or trigger boulders would be a much better feature than blizzard.]
#suggestions
1 messages · Page 1 of 1 (latest)
title: About more types of exile enemies can be added in game
suggestion: Exile rogue/exile sentinel/exile acolyte/exile primalist will super cool. It's boring that exile mages only here for a long time and it just drop these loots.
We can go more advanced such as exiled runemaster/exiled sorcerer/exiled spellblade... As same as masteries in game and cooked exclusive loots from them, the concept is like exiled rogue in poe 2.
Title: Unique/legendary rerolling could be improved
Suggestion: I would love to see an expansion of the Gauntlet of Strife unique/legendary rerolling system. It's a really great start, but I think it could be better and address some places where it misses the mark.
Right now, if you were to drop a one-in-a-million 4LP item the chances that you'll be able to reroll it are essentially zero since you're probably not going to get another 4LP drop to use as a sacrifice. In many cases this isn't a problem, since you'll be getting many additional affixes where you otherwise wouldn't. However, there are a growing number of uniques that have very high roll ranges. In many cases a particular roll can make or break an item for your build. Take, for example, Sword Catcher's +1-6 melee skills. Skill points are obviously super impactful, so in most cases you want to be getting as many as you can. If I were to drop a 4LP Sword Catcher (one in nine-million according to LE tools) with +1 melee skills that would be significantly worse than a 2LP (maybe even 1LP) with +6. It would feel so awful to get this insanely rare drop, only to have it be almost entirely useless.
To address this, I suggest changing the reroll to require a per-unique currency that you get from breaking down (shattering?) uniques, and then a reroll of a unique will require a certain amount of this currency to reroll. Both the amount of currency required to reroll, and yielded from breaking down, can scale with the item rarity/amount of LP.
This way if you're both lucky enough to get an insanely rare high-LP unique, and unlucky enough for it to have unusable rolls, you don't feel like the drop was for nothing.
Title: Please add the green + to Masque echoes
Suggestion: New woven echoes that would grant you a point in the weaver tree are indicated by a green + in the top right corner. Please add this to Masque's inventory as well, so you know which woven echoes you would be buying are new ones that would grant you a tree point.
Title: insert a button to hold while insert multiple woven echoes
Suggestion: if you need to insert same multiple echoes to farm in your timeline, the only solution is insert them 1 by 1. This is MADNESS! Please insert a button that you can hold while inserting your woven echoes. Thank you!
Title: Unique/legendary rerolling suggestion
Suggestion: Regarding the frustration of finding an exceedingly rare high LP unique (in the above example a 4LP Sword Catcher with +1 to melee skills) it is near impossible to ever reroll these values at the Gauntlet of Strife.
Instead of adding a system to allow sacrificing multiple lower LP uniques to reroll one high LP variant, I instead suggest adding a way to generate 4 affix legendaries. For example, imprinting a unique in the weaver tree could grant a flat (5%? 10%?) chance for caused drops to have a number of (low tier) legendary affixes equal to the imprinted LP. That way dropping a high LP unique gives the option to generate reroll attempts without being abusable
Title: Redesign of echo visuals
Suggestion: Collapsing Horizon, Fading Brink and Threshold of Eternity all need an own design for its echo, shown on the echo web. They look too similar and espacially Uber Aberroth deserves it's own visual look.
Title: New Class helm & body armor mod available to Primalist and Acolyte with attack and cast speed
Suggestion: Both Druid and Lich could benefit from a hybrid mod with something like: "#% Increased Cast Speed" + "#% Increased Attack Speed while Transformed". It could also be something like: "X% Increased Cast Speed in Human Form" + "X% Increased Attack Speed while Transformed", although that is awkward for Spriggan Druids and Liches in general. A third option would just be "#% Increased Attack and Cast Speed". This would make Druids that shapeshift actively feel less clunky. It would probably be nice for Lich in general.
Title: Uniques that modify Primalists Aspect buffs, possibly also giving Aspect buffs wider use cases from start
Suggestion: Shark melee buffs to spells instead for Player, Raptor, Wolves and Scorpion (just importantly not Crows or Bear, could be on a unique or a passive).
Volcanic Boar is an old suggestion of mine, that I understand is unlikely to happen. Idea would be making Aspect of the Boar apply to Ignite instead of Bleed (maybe possibly ever potentially on a unique?). I take it on that note it's better to ask for either Boar being generic for all ailments at best though, or Primalist fire skills just scaling other ways.
Spicy things like a non-primalist-specific unique activating Aspect of the Viper and transforming it from a Poison theme to a Damned and Necrotic theme (pen might need to be specific to Damned so Primalist doesn't invade the Necrotic niche full force using Yulia's Path on already OP bear EQ). Could even be 2 related uniques, one aimed mainly for Acolytes or weird Primalists who wanna damn people because of Apogee, and one for Rogues who just want the Aspect of the Viper for Poison or Primalists who want easier uptime. This became a messy one. The idea is mainly thematical/spicy and inspired by Egyptian tombs with snakes and scorpions plus Tutankhamon's curse and Cleopatra's death to asp venom, etc. (Must be a unique, maybe a pair of boots to prevent combining with Yulia's Path, or specifically not a pair of boots so they can combine).
A fourth one would be making boars defensive buffs replaced with offensive at a value high enough where it's sane to give up the defensive bonuses, as they are insane even at low values (this should probably be on a unique).
Title: Remove the random aspect from sanctum.
Suggestion: Obtaining a decent Exalt and Unique is already painful enough. The additional punishment / casino at Sanctum is unnecessary and builds resentment. Sanctum is singlehandedly killing my joy and excitement in this game. If even the reward is punishing, then the next thing I ask myself is "Why even bother".
If we already got the parts, let us combine them. Please ease this up a bit.
I have things I love about the game, things that could be different or improved. But this is the one aspect I genuinely despise.
Title: Stop permanently deleting suggestions
Suggestion: Stop deleting permanently suggestions that don't follow rules, if you delete it, make a bot to send private message with the contents of wrongful suggestion and why it was deleted. I just lost 30 min to write a suggestion only for it to be permanently deleted, because I forgot ":" in "Suggestion:"
Title: In game build planner 
Suggestion: Let us setup builds before leveling up in order to try and reduce time on assigning points, this will help both people that have already a good idea of what do with their builds and people following guides in being able to focus on playing the game instead of assigning points every 5 minutes in early levels 
Title: Rogue needs more attack-type and damage-type conversions (and an overall kit facelift to match Falconer)
Suggestion: Rogue's kit feels dry, stagnant, and outdated compared to the more recent additions and reworks (her own Falconer being the worst offender). Most skills have their inner workings and their respective trees' logic underwhelming at best (namely Dancing Strikes and Decoy), and some uniques (namely Ravager's Dart and Jelkhor's Blast Knife) make Marksman a clown of itself by virtue of effectively disabling their respective mastery-exclusive skills with no way to efficiently make up for their loss. The class could use more damage-type conversions (specifically →cold, →lightning, and →fire conversions, especially so for Bladedancer), and Marksman could use more →bow attack-type conversions across the kit (for instance, Umbral Blades, Acid Flask).
Title: Unique/legendary rerolling suggestion (nemesis egg expansion)
Suggestion: Two new nemesis eggs added
(I suggested this in the old thread but to expand upon your idea(s) it's logical to include this here)
Nemesis should offer two more types of eggs in addition to the egg it offers now. A red egg, which has a GREATLY boosted chance of assigning legendary affixes and not LP, and has a boosted chance to generate 3 + 4 affix items. And a purple egg, which has a boosted chance to assign LP over legendary affixes. Both of these eggs could be more rare than a normal egg, and perhaps unlocked via woven echo (similar to how the void nemesis unlocks).
The red egg could be the solution to your suggestion. Fixes a lot of issues and solves painpoints in the endgame gearing while also being lightweight to add in, fits right into existing systems without needing to revamp them all. Also a bit more deterministic results to the already extreme-RNG of nemesis would be welcome... the type of egg might influence what item you're willing to shove into the egg. Sometimes you would rather have LP, other times you'd rather have fodder for rerolling or other potential uses.
Title: Empowered Exalted Item Bases
Suggestion: Add alternative versions of item bases for endgame gear
(piggybacking off #feedback message ... I had similar thoughts earlier today talking about the power between legends and exalteds on another discord)
Items in LE are essentially stats sticks, and unique effects aside, stat for stat a slammed legend item is normally better than exalted items - that's why most endgame planners use legends for the majority (or sometimes all) their item slots. There are a few endgame item bases balanced around lvl 80+, like the crit resist sentinel helmet, but most items are not balanced for endgame. Instead of buffing item bases, I recommend adding "empowered" bases which are a lvl 80+ rebalanced of the same item with higher values of their affixes, and item-dependent a new affix as needed - they can only drop at 300c+, and start quite rare but start to become more common as you keep climbing corruption. Perhaps by 1000c they are 25% of your overall exalted item drops.
Example:
Look at bardiche - 130 flat damage, pretty good. Except you see sword catcher is a bardiche, same bonuses, but also another 60 flat on top, +6 to skill lvl, parry bonuses, etc. Even with the ability to craft a bardiche, you'd never use it over sword catcher.
Now imagine you dropped an empowered bardiche - which only exists as an exalted item - and it has 190 flat damage instead of 130, and maybe some build in crit bonuses or even higher bleed chance on the item base. Now that item is a lot more appealing all of a sudden, perhaps in some builds equal or better than sword catcher.
That's just one example, obviously you'd need to do a balance pass over every item base (under lvl 70) that can be dropped as an exalted. The upside is this would be a data-only addition; you could reuse the existing art assets making this simple to implement. Some slight VFX/semi transparent color overlay on the item's tooltip icon would be enough to convey the difference, or perhaps a new word "empowered" listed on the tooltip - but essentially a tooltip change is all that is needed. A loot filter option for empowered item bases would be welcome alongside this addition too.
Because the core of this suggestion is to put more power back into endgame-level exalted items, unique items can never, ever have an empowered item base - they are strictly for exalted items. They also must only drop at endgame (I recommend 300c+, which implies you are 10 harbs and unlocked normal abby) in order to keep player progression healthy.
An overhaul like this would increase build variety and the theorycrafting depth of the game immensely.
Title: Lock blessings slots
Suggestion: Lock blessings so pop-up does not appear after every, single boss fight, farming the same boss 600th time wont give me better blessings than i already have, and clicking this pop-up every time is tedious.
Title: Possible mastery for mage
suggestion: illusionist
have a minion based build for mage consisting of very time restricted minions, an low health however give bonuses or maluses to enimies, depending on skills, not to mana intensive, and very likley have a skill that tranlates to tranversal skills very well, possibly gives very high dodge to main character, or +dodge to minons gove longer time for illusions
this would make use of all the minion affixes, that mages can't make use of, and be thematically kick ass
+doge to minon could give minions more time etc
a super expensive skill to have would be simulacrum, and possibly have a skill to have on the far left that does 50% dmage (of the original) .you get the idea, or my thinking was more minion based, like you could copy the mobs on your area, etc
Title: Please add Display Mana bar
Suggestion: Currently we have the option to display our Ward + Health bars above the character. Please let us add the Mana bar to that.
I display my Health bar above my character so I don't have to look down at the UI (away from enemies) mid fight, but then I have to do so anyway to check my mana.
Title: About use a different way to showcase official concept art
Suggestion:
Teasers about concept art from Mike's streams and projects posted by themselves are too decentralized (teasers are confusing themselves too), it's better to provide a platform for official concept art sharing only. It can be a new blog series or a category in this server, just feel free to release your skills.
Character design, enemy design, npc design, pros design and environment design are all subjects for this area. Ave have tried a bit on showing process of contents in character design and that was a good try, I don't know why it's not go on later. That's about how to design costumes for acolyte.
As the expansion, EHG can develop a special blog for "how xxx born". Reveal what are they thought in progress, add references they have referred as pictures for interviews (to let read experience better), show videos about how are they do quick sketching and show final render animations for effects when they're in game. It's a chain. Start from a project (like mage's relics, one hand sword or common amulets) and find people whose relevant to that to ask details. This is a better option for "meet the team" when CM need to do an interview with someone in art team (learnt their stories by their works).
On the schedule, 4 months per cycle, post them 1/0.5 month, 1 or 2 times before a new cycle to spread the hype and 0.5 month, 2 or 3 times after a new cycle to keep the hype is safe.
To be honest, players can learnt from trailers and actual game are too less because the limit of angles, cemeras, light, size and animations. I don't know why le can't release digital artbook, but it's sure that no way for checking out all elements in current game on concept art's side so if EHG want to let players learn more about le, it's a good chance.
At last, I hope more cool concept art are available here next cycle.
Title: Harvest - Blood Sculptor/Blood Specters
Suggestion: A decent-ish build that can reliably kill enemies with Harvest, even with the kill threshold, and benefits from one blood specter per 2 seconds max does not exist and surely will never exist.
Make Harvest instead apply a debuff which summons blood specters if the de-buffed enemy dies (& chance on hit for rares/bosses), perhaps tied to the 5% more damage taken de-buff already in Harvest (Undead Harvest) and raise the limit from 1 per 2 seconds to something much higher, like 10 per 5 seconds or something.
I also think Blood Specters should all benefit from the Sacrifice tree regardless of source and get rid of the nodes in Harvest that scale them.
Title: Bulk Selling Tool
Suggestion: add a tool for selling things quickly/in bulk at the Merchant's Guild. preferably something that's accessible directly from the stash (even if it's just the stashes located within the guild hall). i'm just dropping stuff on the ground when clearing out tabs because it's finicky and not worth the time to list things individually, and i would prefer to be adding to the overall pool of items in the guild
Title: Shared Cooldown Recovery Body and Helm mod for Primalist (and maybe Necromancer)
Suggestion: As title. I would love to have more access go CDR on primalist in general, both for minions and player. It usually feels a bit awkward when you want both as it kinda feels like every mod only affects half of the things you want it to affect. So a shared CDR mod would be amazing. It could probably see more use than other shared mods as well, since dealing dmg with player + summons is usually inefficient, but dealing dmg with minions that have cooldowns and supporting them with player abilitys that have cooldowns is relatively standard, it just depends on if your kit has CDs. I don't know much about Necromancers, but if they are in the same boat, the suggestion might make sense for them as well.
Title: Shadow Cascade - Hurricane of Blades more skill nodes
Suggestion: HoB is a fun change to the shadow cascade skill but does too little damage for how much mana it costs and there isn't enough ways to scale the damage (Only has dex/throwing/physical and also melee for the shadow daggers)
Some ideas i had that could be buffs for the skill as nodes
- Throwing speed scaling for more mana
- Reduced mana cost (as currently its still 30 mana per second with T7 throwing mana cost reductions on both rings and if the other nodes raise the cost its going to need the reduction)
- Move while channelling for more mana cost (Like the ghostflame node)
Some other ideas that might not be so good, but could be interesting - A node to throw shurikens instead
- A node to throw burning daggers instead
- Something like the warpath node (Warrior's Fury) where it costs more to channel over time but throws daggers faster
Title: Totem Duration
Suggestion: All totems currently have quite short durations which leads to awkward interactions with timed buffs.
eg Gladiator of Lagon's double effectiveness at >=50 INT and ferebor set's crit per int seem like they could be the basis of a real build but only stacks of gladiator gained after the totem is summoned affect the totems afaict, if you have 20 stacks of gladiator on you and summon a totem it doesn't benefit in any way, but totems time out before you can really ramp up gladiator stacks anyway so it's just too clunky to really use.
totems are far from invincible and they can only really be moved with the experimental affix for teleporting minions with fury leap, I really doubt it would be too strong but it would be potentially much less annoying to play if totems just didn't time out. maybe some underused stuff like upheaval totems that buff other totems would even see use! or swipe totems lol, when's the last time anyone considered swipe totem for any reason?
So yeah, give totems unlimited duration, they'll probably still be much worse than storm crows & other beastmaster stuff but at least they'd be less crap to play
Title: Skill leveling system that is more friendly during leveling
Suggestion: I'm a casual-ish player and it takes me uncomfortably long to re-level a skill during campaign playthrough. I'd like a different system - where a player gets a skill point every character level, maximum skill level is limited by a fraction of character level, and respeccing each point costs gold - just like respeccing mastery nodes.
title: About the corruption system
Suggestion: I never be successful on challenging pinnacle boss yet, I just stack corruption in endgame. Grow the number is fun at the beginning, but it's outdated since time is gone, players want various systems in endgame instead of just stack infinite numbers. So let's cap it and find more possibilities on juicing.
Title: Please improve Minion walking speed
Suggestion: Minion AI and especially minion walking speed are in dire need of improvement.
The gameplay loop of take 2 steps - command minion attack - wait 5 business days for them to walk in from 10 km behind you - repeat is draining.
Title: Rampage feels terrible to use and is in dire need of reworking
Suggestion: I have played 4/5 classes multiple times each, except Primalist, who is the only one I couldn't stand to continue. I was playing a Lightning synergy Druid with Tornado + Werebear Rampage. While Tornado was alright, Rampage just felt both impossible to control, and extremely underwhelming in terms of damage. And I was using alt gear / uniques as well, meaning I had way above average damage compared to a league starter.
Title: Passive Respeccing should not require a valid path until you save
Suggestion: When respeccing passives it should only require the result to be valid when attempting to save the change. For example, I should be able to go below 20 points in my class while respeccing, but should be able to save the respec until everything is valid. As it stands, if you want to make lower level changes to your passives, you basically have to just undo everything and redo it all. tl;dr - Respeccing passives should put you in "respec mode" where you can make any changes you want, valid or not, it will tell you how expensive the changes will be, but you cant save the respec until what you have is fully valid.
Title: Lock Other elemental converions.
Suggestion: when converting a skill to diffrent element lock other skills to be picked.
Title: Not enough supporting nodes for Holy Trail javelin
Suggestion: Currently, Holy Trail javelin is in an awkward spot, running out of damage scaling nodes at around level 16. Other nodes are either hit scaling nodes, crit nodes or nodes locked behind keystone nodes that disable Holy Trail. More nodes that scale damage over time or interact with Holy Trail would be very much appreciated!
Title: About the anniversary
Suggestion: I hope we have a set of exclusive rewards for mtx like free wings/chests/pets or physical stuff like free artbooks/T-shirt/controllers to celebrate that day.
We did nothing in the 1st one so I hope we have a chance to celebrate that in the future.
https://www.reddit.com/r/LastEpoch/s/35GQ9bEQpC
Title: Unique Ring, Nihilis or Flames of Midnight drop type
Suggestion: Unique Ring, Nihilis or Flames of Midnight drop type in terms of difficulty to acquire, LP, etc. It would help cover mana regen/recovery for builds that tremendously need it. For now, the meta way, is to stack mana, mana regen only if your specific class allows it.
Base item: Coral Ring
+(3-6) Vitality
+(3-6) Health Regen
+(4-10)% Increased Mana
Over-healing applies to Mana at (4-10)% value. (Note: does not scale with Mana Regen, raw value)
+Some general mods like some resistances or something.
Art: Coral Ring with Flames of Midnight effect but bright blue.
Title: Season Challenges with Milestone Cosmetic rewards
Suggestion: Pls add a season challenge system like poe has with some cosmetic rewards for milestones to give more incentive for players to play season
Title: Skin MTX Quality Feedback: Room for Improvement
Suggestion: Compared to competitors, the skin designs feel lacking in quality and thematic consistency. Improving these could help boost player engagement and long-term profitability.
I feel that compared to the competition, your skins are really falling short in terms of quality and design. While I’ve invested over $6000 in Path of Exile supporter packs, I find myself less motivated to purchase skins because they often feel underwhelming or out of place in terms of theme and execution. They can come across as overly plastic or generic, which doesn't match the level of detail that players are looking for these days.
Skins are a key source of revenue in the long run, and they can really drive player engagement. I would suggest bringing in designers who can create skins that are not only high-quality but also more aligned with the individual class themes and aesthetics. This would not only improve the visual experience but also ensure that the skins stand out in a competitive market where other games are setting higher standards.
I believe with a little more attention to detail and thematic consistency, your offerings could be much more appealing and, in turn, more profitable.
Thanks for considering this feedback, and I hope it helps guide some future improvements!
Title: Don't delete posts in here if they don't fit the format
Suggestion: I'm not gonna retype all that, it feels like you're trying to make it harder to post suggestions and waste our time
Title: Rune or Glyph of Champions.
Suggestion: can we get a crafting item (rare drop from champs) that applies a random accessible champion affix to an item? Currently there's no way to target farm champion affixes.
Title: Auction House and Pet QoL Improvements
Suggestion: Show the current lowest auction price and the number of items sold in the last month directly on the item tooltip when hovering over it, based on the lowest listing with the same LP value (0–4). This would help players understand real market value without constantly checking the AH.
Title: Auction House and Pet QoL Improvements 2
Suggestion: Allow players to search the auction house directly from an item in their inventory, e.g. right-clicking an idol shows similar idols with the same base and affixes.
Title: Auction House and Pet QoL Improvements 3
Suggestion: Give pets the ability to automatically collect gold, keys, runes, glyphs, and other stackable items that don’t occupy inventory space. It wouldn’t affect balance but would make them feel useful instead of purely cosmetic.
Title: Auction House and Pet QoL Improvements 4
Suggestion: Make auction listings time-limited (30 days). After expiration, the item’s price could automatically halve each day until it reaches zero and the listing is removed. This would help clear out old, overpriced items and keep the market fresh.
Title: Juicing Woven Echoes Idea
Suggestion: Allow us to craft mods onto woven echoes. Could be that once we gain the ability to use woven echoes, we also start getting echo affix shards to start dropping for us. At the same time, any woven echoes that drop for us, start dropping with mods on them. We can craft/upgrade/shatter them as we see fit, just like normal gear. There could even be a new woven echo that has a mechanic at the end that let's you randomly juice up a bunch of echoes all at once, similar to the other echo mechanics like shattering sets.
Now I don't know if you would want to go the distance and make it just like gear where you can get exalted affixes, but just thinking about a echo dropping with like T7 rarity or something would be pretty fun! I'm sure someone out there has made this suggestion before, but just in case they haven't! The only problem is that it completely screws up the very nice inventory you created for the woven echoes lmao.
Title: Give Devouring Orb a way to create Void Rifts on boss/rare hits
Suggestion: Devouring Orb should have a chance to create a Void Rift on collision with a boss/rare enemy when you take the collision node. Either as a new node, or as a bonus for the collision, doesn't matter. There's no benefit to scaling Void Rifts for single target, which is a shame because Void Rifts are so neat.
Title: Fix the suggestion channel
Suggestion: At the very least, make the format regex or whatever a little more forgiving! I've tried making the same suggestion Five times now and I'm getting Annoyed.
Title: Make shattering easier
Suggestion: Give us something that makes it so we can shatter items directly in inventory or (even better) the stash. Maybe shift click on the rune and then holding shift will apply rune to clicked items.
Title: skip campaign cutscenes
Suggestion: I saw all of them a hundred times. Please let me skip cutscenes in campaign by pressing Esc.
Title: Remove respecing penalty
Suggestion: Let us respec skill levels without having to re-level. When trying out different gear that gives + to skill levels, a (random?) node is reduced by 1. But I wanted that node and to reduce the other one instead, so I respec (remove it) and have to re-level the skill.
This is annoying and makes comparing gear unnecessarily difficult.
It is not consistent with other systems in the game either, as in the passive tree or Weaver tree, when you respec a node, you can immediately redistribute the point without having to relevel.
Title: Pets or something get items on the floor
Suggestion: Could you guys make pets get the items on the floor like shards, runes, glyphs, gold, anything like that because is such a pain clicking in shards when i just want to pass in the map without losing shards
Title: Capture the Flag Node from javelin
Suggestion: Can you make to be thrown on allies instead of mobs it will be far better for range char to get the DMG buff or make the AOE lots bigger
Title: improve Dread Shade QoL
Suggestion:
The only way to place Dread Shade is to hover over said minion and click it. This can be very painful to do when using multiple minions grouped together.
=> make it so you can click the icon of the minion on the top to target it with Dread Shade
Additionally, it is quite difficult to see which minion has Dread Shade, as the only indicator is a slight cyan circle at its feet.
=> Give the minion with Dread Shade a buff icon
Title: Dialogues / menus should pause the game
Suggestion: Even when I have seemingly full cleared an area, the moment I open NPC dialogues / Nemesis UI / crafting UI / passive tree, it seems like a ton of enemies pop in right there to attack me. This is annoying at best and fatal at worst.
Dying to design like that on a build with low Ward during combat downtime would feel extremely infuriating.
Please fix this, make dialogues / menus pause the game or something.
Title: Please fix enemies seemingly popping in to spawnkill me when I come out of Rift Portals
Suggestion: Please fix enemies seemingly popping in to spawnkill me when I come out of Rift Portals.
Title: Make ch 9~10 skippable
Suggestion: I currently play until Arbor, skip to ch 4, play until the Oracle, backrack to Bastion, skip to ch 7, get my Idol slots, enter the Monolith.
I love that the game is generally very alt-friendly with 3 dungeon that let us skip portions of the campaign, letting us enter the Monolith even from ch 2 if we so wish, letting us pick min roll Blessings discovered by previous characters, letting us teleport aorund Monolith waypoints for exp etc.
The big incentive to enter + complete ch 10 is currently access to Skarven as a permanent vendor and the +2 attributes, so at some point I suck it up and run through it.
As ch 10 was added to the game relatively recently and after the current dungeons, I propose to add a dungeon to let us skip from ch 9 to the Temple of the Sky.
I believe this would be in the spirit of the game.
Title: add Runes of Havoc to CoF prophecies
Suggestion: add Runes of Havoc to CoF prophecies (currently they are only obtainable via the generic Rune prophecies)
Title: skip the arena phase if Lagon dies before it
Suggestion: There is no point to the arena phase still triggering after Lagon is already dead, thematically (he's dead) or gameplay-wise. It just adds tedium.
Title: make a shop pet with an actual use
Suggestion: make pets or a new pet that runs with the character and picks up runes/glyphs/gold/amber. i dont really think this is p2w because if someone doesnt buy it, they can still pick up these items with there character. I would be curious if this would help bridge the budget gap that apparent Cosmetic sales have lacked. If this sells well this will help sustain the servers and dev's being paid so future work can still be done.
Title: Don't make a shop pet with an actual use
Suggestion: No fun for getting a new pet that runs with the character and picks up runes/glyphs/gold/amber. Pets don't need to pick up these items with their character. Pets mean visual effects and additional fun from the interaction with them only.
Title: Skill or Mastery Nodes For Picking up Currency Remotely
Suggestion: give each class a node that would collect dropped gold, echos, keys and crafting materials by passing a skill projectile or a minion over them. maybe have an extra thematic effect too. like: "Acolyte - Summon Skeleton - Gilded Bones - skeleton rogues now pick up currency they step over and make enemies they hit drop 1-20 coins, once per each enemy."
Title: chill down with the casino
Suggestion: Your latest news laments that the game hasn't been as profitable as expected. As a relatively new player, I have a very good idea why someone might grow frustrated with the game and give up on it: the bullshit casino.
farm for days and weeks for a dual T7 => try to make it imprint worthy with Havocs => FP says no (why is FP a thing anyway?).
Several weeks and attempts later: Imprint Exalts => proc them almost never.
Drop uniques => reroll modifiers by sacing other uniques => reroll Nemesis => lose 90% of your remaining uniques as they turn to shit Legendaries => reroll the rest at Turtle => have them turn 0 LP => repeat from Nemesis.
Several weeks and attempts later: Congratulations, you have beaten the lottery level odds, and have obtained your materials: a decent unique and decent Legendary. This is where you'd be rewarded for your hard work. Too bad, this is LE and Eternity Cache says F you, go repeat from 0.
Many players would go through this bullshit cycle maybe twice or three times, then leave it for those it's apparently meant to be for: members of Gambler's Anonymous.
My suggestion is to give it some thought and ease down on it a bit.
If you had to choose the bigger offender: Uniques are still "sort of" tolerable, the state of Exalts is a catastrophe.
Be it the droprate of workable ones, or the FP nuke at your first step after already spending days/weeks getting your first workable one, it's a complete disaster.
I have seen it done better, namely in the currently most successful game of the genre: PoE 2.
Getting your materials after a grind means you get the item you want. No gamba, no FP brick, no "pretend imprinting actually does something", and certainly no "too bad Eternity Cache says no and now you restart the whole grind from 0".
As a cherry on top, there's more gamba: Blessings + Idols.
I cannot overstate how big of an abysmal player deterrent the current crafting/gearing system is.
Title: Dragon Raptor Fire Breath buffs
Suggestion: First off, I think it's very cool being able to reset Fire Breath CD through Rampage. It's extra cool when you have ways to repeatedly reset Rampage, however all these have some problems, especially for Raptor. First is Eterra's Blessing, which is a heal that you have to put on you companion which is a problem when you have the Cornered node. The second and bigger problem with Eterra's Blessing is that it's really annoying to target. The other method is Swipe with a CD, but this just automatically full heals a companion making Cornered very hard to activate if even possible. The third is Frenzy Totem which has a cooldown too long for Fire Breath to be your main focus.
To the wilder suggestions (which is why this is suggestions instead of feedback):
I had an idea for a big rework of the Fire Breath used by Dragon Raptors. The idea is something like this: Make the skill store a big bunch of cooldown charges, like 5 or even 10, but make it use all of them on casting Fire Breath, activating the skill once per charge used, each dealing individually weak (or even very weak if 10 charges) damage that can however compare to other skills when summed between all uses. Then make it have a quite short cooldown, like 2 seconds, and make different things give it extra uses taken off cooldown. For example Fire Breath itself could list a suitable primalist skill to reset it, such as Gathering Storm or even Fire Tornado. Another way to gain uses/charges could be that raptors had a chance to gain uses on melee hit, on kill, etc. Problem might be the AI I guess, it should probably not be able to use Fire Breath with a single charge. If that would be a technical limitation to implement, then this idea is just non-functional I guess.
Another idea I had was that Fire Breath just become a melee hit (fire) skill mainly used to supplement clear on melee crit (mainly phys) raptor builds. It would not overly invade Mage's niche if the skill is just a clearing tool and somewhat limited in single target by damage type. For this it would just need to share enough tags, and not convert much (or anything) of raptor to fire which is mostly just a downside for primalist. A wilder idea is that it would have both melee and spell tags and scale as both.
Another idea that me and someone else discussed is that Dragon Raptor get ignite scaled in a way that is only balanced because it is ignite on primalist (which is far from optimal). This could allow bleed chance to be converted to ignite by turning Raptors into Dragon Raptors, a downside, but as reward you get Fire Breath with say 2 seconds possible duration and 150% of ignite chance applied per second. You get ignite instead of bleed which is bad, but you get a lot of it. It is very contained to a single way of playing a single skill, so it might not be muddying class identities that much.
Title: as @topaz sorrel suggested to make shattering easier, i have an idea
Suggestion: Let us open separate window, like Woven Echo The Great Bridge, where we can place multiple items and pay adequate amount in shattering runes, just like set items would be shattered.
It would be very nice to open it from inventory (a button somewhere near Crafting Materials) so we can have it open with stash and inventory.
Title: Re-doing Dungeon bosses is a pain.
Suggestion: It would be great if we could re-start a dungeon boss much in the same way we can retry them when we die. Having to teleport back, enter the key and the portal charm every time feels unnecessarily tedious.
Title: Slamming more than one guaranteed Affix.
Suggestion: It would be great if there was a way to influence the second affix that's slammed on Legendaries. Uber Julra, anyone? (or maybe something as simple as another tier for Julra).
More thoughts on this below
Title: Lower mod count Exalted donors when slamming, turning Legendaries Unique in the Turtle, multiple outcomes and a choice when slamming, resetting Legendaries to Uniques for a bunch of Rune of Havoc or Rune of Weaving at risk of losing LP/WW (or exponential cost per reset), or allowing rewriting the fates of items slammed in the future
Suggestion: LP1 items could be slammable by down to 1-mod exalteds, LP2 items slammed by 3-mod exalteds. Implementation of LP3 is two possible ways with this change imo. It could just work with a 3-mod exalted but imo LP3 should need 4-mod exalteds but get to pick 2 guaranteed mods. LP4 unchanged.
Yet another way would be to allow Legendaries to have their fate rewritten and be rerolled for LP Uniques in the Turtle.
Picking between multiple different fates/outcomes when slamming would be cool and thematic, and the complexity for the player would be very low. It would just be picking your choice in the UI. If any outcomes that were same (or maybe even just equivalent) were rerolled, that would be nice. The same brick twice would just never feel good, but I guess maybe sometimes you gotta lose.
Resetting Legendaries to Uniques with their current PT as LP or WE at an exponentially increasing cost of some precious material or risk of losing LP/WW. Rune of Havoc or Rune of Weaving comes to mind for paying the exponentially increasing cost of turning some (for example) PT3 Legendary into LP3 Unique. Something like 10->15->21->28->36->45... Rune of Havoc per reset was my idea. A third item faction resource that focused on crafting over approaching items the bulk way could be another nice option - potentially allowing more convoluted mechanics to tinker on a single item.
Another idea would be that the data of the slammed item was saved going forward and imprinted on the resulting legendary, viewable in a special crafting bench that could be used to modify the item. Its fate could then be changed, rerolling the non-guaranteed mods either once or multiple times. Current legacy legendaries or legendaries from Nemesis eggs would not have an imprinted exalted item.
Title: Primordial Rifts should have pointer
Suggestion: When we enter the map, we should have quest pointer to the rift, just as tombs have. Even more, with new season we should no longer be pointed to the tombs unless we specifically run cemeteries to avoid too much clutter on minimap.
Title: Instant Text Option for NPC Dialogues
Suggestion: Can we please add an instant text option for NPC dialog? The current sliding/scrolling text is too slow for people who read fast, and when I try to speed it up by clicking, it accidentaly selects a dialogue choice instead of just completing the text. This is pretty standard in most ARPGs like Last Epoch and Path of Exile - usually you can either make text appear instantly or click once to finish the animation, then click again to advance. Would really help with reading the story at my own pace without accidentally skipping stuff. Thanks!
Title: Summon Spriggan - Creeping Roots
Suggestion: Have the Spriggan Companion use the actual Druid skill rather than a lesser minion version of it. You've recently added lots of ways for Companions to trigger Primalist skills using the skill trees and Roots is such a mediocre skill.
If Scorpion can be trusted with full-fat Maelstrom, Sabertooth with actual Upheaval and lets not mention Bearquake lol, I think Spriggan can have a little Entangling Roots, with the full tree, as a treat.
Title: More random riftbeasts and more Skarven bags
Suggestion: It would be nice with more alternative ways to get primordial uniques, such as more drops from riftbeasts, a weaver tree imprint that only took a primordial item and dropped either that primordial unique or items with that t8 mod (depending on what you imprinted), specifically from riftbeasts. Also more randomly encountered evolved riftbeasts would be nice. Maybe just quite lowly evolved ones and with a clear minimap icon so HC players could avoid it. Maybe also a node to turn randomly evolved riftbeasts off, and some other nodes to increase the frequency and make them more highly evolved.
Lastly, it would be nice with unique bags from Skarven that gave stuff like slot specific uniques or potentially a specific class' class idols (players pick, so MG can sell and MG+CoF can farm no matter their current class).
Title: Limit Legendary slams to one T7
Suggestion: In the community channel, Vlad had the idea of limiting Legendary slams in the Eternity Cache to only one T7, so 75/55 Exalts.
(an idea was to be able to slam a 77/55 or whatever, but select the one you wish to keep as t7 and the rest is scaled down to t5).
I believe this is a fantastic idea for a multitude of reasons:
- it makes Exalts a more valid choice between Exalts and Legendaries => build diversity
- it limits player power => reduction of power creep
- shifts the focus away from Imprints being the only valid source of obtaining slammable materials
- it makes upgrading past 1 LP more player-friendly.
Obtaining slammable Exalts would become much more player-friendly, and the current core gameplay loop of praying for double T7 rolls - slamming Havoc / Removal / Chaos and praying to FP lords - spamming Trove for weeks would be dampened a fair bit.
Title: Part 1 of 3. Continuation of "Title: Slamming more than one guaranteed Affix"
Suggestion: It would be great to be able to sacrifice more than one Exalted item to increase the chances of a specific Affix being slammed. **Example: ** Trying to slam a 2 LP unique. Instead of one slot for the sacrificial Exalt, there are 4. (or more)
Slot 1: Helmet with T7 flat Mana for Guaranteed Slam.
Slots 2-4: More helmets with tiers of % mana
T7s give 33% increased chance to be selected. (21 tiers for 100% chance)
T6s give 25%.
T5s give 15% .
T4s give 10%.
T3s give 5%
T2s give 3%
T1s give 1%
So a total of 21 tiers of the same affix can guarantee a second choice on a 2LP slam. So if you have a T7, T6 and T4 of the same affix, the chance would be 33% + 25% + 10%= 68% chance for this affix to be slammed)
This is intended to make the power gain a bit more deterministic and attainable. Right now it feels pretty rough to get a Multi T7 piece, only to RNG it to hell and back 20 times, and still have nothing to show for it. Alternatively, you can limit the increased %s to never be able to guarantee an additional affix. (T7s max out at 20% each for example, and less down the chain)
Title: Part 2 of 3. Continuation of "Title: Slamming more than one guaranteed Affix"
Suggestion: **This ability is unlocked after the following conditions are met: **
- **Must have defeated all dungeons at T4 . ** Once all dungeons have been completed at T4, you unlock a new T5 Julra. The intent being that this isn't something you will be able to abuse early on and gives a reason to engage with otherwise ignored dungeons.
- Must have reached 700 Corruption (or any corruption of your choosing). The intent being that it gives us a reason to push passed 300/500 Corruption. While Uberroth is unlocked at 500 corruption, I think it's very well known that 500 corruption is nowhere near the power necessary to kill him. This may very well be able to serve as a stepping stone in power accumulation to be able to defeat Uberroth.
Limitation 1: If your desired affix is chosen (or guaranteed) it'll default to the lowest of the rolls. Both in terms of the tier, as well as the roll within the tier.
**Limitation 2: **Only the top 4 accumulated affix tiers can be included in the slam. This is to reduce the maximum amount of permutations possible.
Limitation 3: T8 affixes, Sealed affixes and Set affixes cannot be included (just like they can't now)
**Limitation 4: **The percentages listed above are for CoF. MG's percentages are 80% of what's possible in CoF. This is to limit the potential to abuse/corner the market.
Limitation 5: Has to be the same item type. Can't mix and match affixes that can drop on mulitple kinds of gear (e.g. hybrid life from belt, gloves, boots) - Must provide a new rune (let's call it, Rune of Fate) to unlock the additional Sacrificial slots. These runes can only be gotten from T5 Julra and normal Abberoth and other sub-pinacle bosses.
Title: Part 3 of 3. Continuation of "Title: Slamming more than one guaranteed Affix"
Suggestion: All of this would hopefully accomplish the following:
- CoF can -with time- deterministically craft a desired item. Becoming more competitive with MG being able to outright buy items that are "done".
- For CoF: It can make it continue to feel good when you get single T6 and T7 items that drop. For MG: Single T7s don't lose their value quite so quickly, as they can continue to be used beyond the "use this to slam your single T7" cases.
- Moves away from imprinting Multi Exalts with high FP being the only way to get a good item
The issue I've personally experienced is that after you slam your single T7, the next upgrade is orders of magnitude more time investment to get a much smaller upgrade. Double exalts are so rare to begin with, and the random nature of Rune rolling means that 90% of the double exalts you do find are reduced to trash. As opposed to very quickly slamming a single T7, and then the only possible upgrade going forward is slamming multi exalts (which are exceedingly rare to begin with, even more so useable ones).
All of this means the odds to get T7s, and the odds to get higher LP items should likely be changed to account for the increase in power. I think it's really unfortunate that I get a high LP item, and am now dreading trying to get the right slams on it because it's RNG. If the LPL is high enough, I may never see another one, and it really takes the wind out of your sails to have 1 shot, and to miss that shot. I'd much rather have a lower chance of high LP items, but when I get'em, I can deterministically work towards my dream item. Thanks for coming to my Ted Talk.
Title: Crafting Bench please
Suggestion: The crafting Woven Echoes can feel absolutely terrible to use (I'll give one example below). To alleviate that issue, make them drop crafting currencies that can be used in town at a crafting bench. The Woven Echoes will still have to be run in order to craft, but the player will at least be able to choose when they want to craft.
One (of many) examples where the Gauntlet of Strife (but all crafting echoes suffer from this issue) can be particularly annoying, is when a player is on the MG faction and needs to reroll a particularly rare and expensive item. That player wouldn't want to buy more items than needed, since those are extremely expensive, and any leftovers would not be able to be resold. Therefore they would buy exactly 1 item off the market, go into the gauntlet of strife, attempt a reroll, and repeat the process if it failed. This is extremely tedious and annoying, when having a crafting bench in town would allow them to buy items between rerolls without having to run a woven echo every single time. (running the gauntlet once could for example give 5-10 uses of the crafting bench)
Title: Additional Crafting Agency with Glyphs
Suggestion: For end game crafting, it feels exceedingly bad to use Rune of Removal to try to craft. Having the perfect base drop with your perfect T7 feels really bad when your first Rune of Removal removes your desired affix. Or when using Rune of Evolution and it hits the wrong Affix. My suggestion would be to have a Glyph that allows you to at least determine whether it's a Prefix or Suffix that gets affected by your chosen rune.
It can work with all Runes:
Rune of Redemption: Only reroll your Exalted Prefix or Suffix
Rune of Havoc: Move only a Prefix/Suffix to the other Prefix/Suffix slot
Rune of Removal: Only remove a random Prefix/Suffix
Rune of Refinement: only reroll Prefixes/Suffixes
With the difficulty to find usable exalted items, I feel like having more agency when crafting them would alleviate a lot of the frustrations due to the many layers of RNG required to both make the item usable, and further RNG required if the Exalted item is being slammed into Legendaries.
Title: **Forging Potential feels random and punishing late game. **
Suggestion: Forging potential makes sense during the campaign. It imposes an artificial, yet important limitation to the kinds of items that you can craft. It even makes sense that the higher rarity items provide increasing amounts of FP as you go through the levels, affording more flexibility to get the affixes that you need, thus allowing for a smooth progression curve in combination with your abilities.. This however feels like the opposite in the end game, where forging potential feels constrictive, given how many Layers of RNG one has to go through to be able to craft a meaningfully usable upgrade. This is further compounding by the fact that crafting using a Rune of Havoc can result in the exalted affix is moved back and forth between two affixes multiple times. So not only are you out multiple of a rare Rune, now your item is bricked as well.
One potential solution to this would be that only certain actions cost FP;
Any action that influences the total affix count to items. The amount of forging potential consumed for adding, upgrading or removing affixes can vary depending on the reroll chance or rarity of the affix. Higher rarity, higher potential cost (within a range).
- Adding affix into empty Slot
- Using rune of removal to remove an affix
- Using rune of Discovery
- Using glyph of despair (Potential cost determined by the rarity of affix being sealed)
- Using Rune of Evolution (Potential cost determined by the rarity of affix being sealed)
I love the feeling of being able to craft on one a specific item, making incremental upgrades as crafting materials become available to me. Currently it feels like a crap shoot, and you either hit it big, or crap out, and unfortunately, the latter feels all too common.
Title: Enable Threads on #suggestions and #feedback
Suggestion: To allow discussion of specific ideas without clogging up the channels.
Title: Improve Bazaar searching
Suggestion: The current meta involves double T7 exalted items and the current search capabilities of the Bazaar doesn't allow for searching of unspecified double T7 exalted affixes. Please allow the searching of double T7 affixes like you can do so in your stash by typing 2T7.
Title: Dark Quiver improvement
Suggestion: Make black arrows "magnetic" to the character in a similar vein to Memory Amber.
Title: Earthquake Bleed Nodes (Pseudotakylite & Sharp Stone)
Suggestion: Earthquake or Aftershock could cause eruptions or formations of razor-sharp, obsidian-like stone that inflict Bleed. Alternatively, Bleed could come from sharp rock fragments or rubble, similar to Maiming Rubble in Upheaval.
Another idea is for Earthquake to create pseudotakylite or sharp stone formations that can later rupture when near enemies, hit by Aftershocks, Upheval(skill) or triggered by another Earthquake use, releasing cutting dust or debris that causes Bleed.
Optional effects like Blindness (from glass dust), Frailty, connection to DoT Aftershocks could fit thematically but aren’t necessary. If any part of the suggestion was added to any part of the game, I'd be overjoyed. If it was even only acolyte getting a skill named Bleeding Fog, I'd be like damn! 
Title: Earthquake releasing poisonous gas or Cryotakelite (fantasy ice dust causing frostbite) or the same elementals as Avalanche
Suggestion: It would be cool with more ailments on Earthquake that aren't Ignite. Also would be cool if any or some of them could apply ailment chance over time through DoT Aftershocks. Lastly, separately, it would be cool if there was synergy for the Earthquake and Avalanche mastery to use the rocky skills for the same elementals.
Title: Elementals as Shamans last skill
Suggestion: Shaman already has one skill summoning these, but it would be nice if they had a specialisation tree. Also Elementals fit the Shaman Mastery and Shaman needs it's last skill. Finally, Shaman could really use some stuff to tank for it.
Title: Skins for Shapeshifter forms
Suggestion: Give us the ability to buy skins for shapeshift forms like Werebear, or Spriggan form that change the creature we’re changing into as well, similar to how a few of the summons on primalist change the animal you summon (Ie Bear into a giant dinosaur like lizard).
It’d be cool if we could be like a Werellama, or turn into like an elemental or golem or something instead of a swarm blade/spriggan etc
Title: Add a "chance to slow on hit" affix to one of the weaver idols
Suggestion: It's pretty difficult to get slow in some instances. It's usually not worth dedicating a gear affix to it, and with it being a Reign of Dragons blessing it's almost impossible for it to compete with all res or crit avoid. Please add a "chance to slow on hit" affix to either the humble or stout weaver idol for some additional flexibility.
Title: Preventing exalted from being used in legendary, but gaining buff in exchange
Suggestion: So a way to make specific exalted gear you have unusable in eternity cache, but doing so would give it buff of some sort to make it easier to craft it into excellent exalted piece.
Easy one that comes to mind is just upping the FP it has, this could only be done once so it wouldn't allow infinite crafting of the item and it can't be used to fix item you wanted to use in making of an legendary item. Other buffs could be adding tier to current affixes (only up to T5/7 ofc), increasing sealed affix tier, or adding random sealed affix at T5 if item is missing it etc.
The "can't be used in legendary" status would ofc have to be something that always gets transferred with imprints, much like faction requirement.
This would allow exalted items to bridge closer the gap they have with legendaries, though I would think LP3/4 items would still keep the top spot in terms of power.
Title: Change only one affix when reforging idols
Suggestion: Currently getting an idol with two affixes you like is pure luck and AFAIK there isn't a smart way to improve your chances. Additionally, (re)enchanting idols at the the end of cemetery echos is pretty much always better than the reforge option (as it is easy enough to farm new idols, but no other way to enchant idols). If reforging an idol would randomly change only one of the affixes, it would offer more depth to idol crafting: When getting an idol drop with one good affix and one bad one, with a 50% chance I can reforge the bad affix (which randomly might still be a bad one or with a little luck would be a good one).
Title: Placing items in the farsight turtle window (or other woven echo based crafting windows) should be easier
Suggestion: Please make it possible to move items from your inventory into the window with Shift+Click. Moving single slot items (like rings and amulets) is painful.
Title: Forge potential turtle
Suggestion: I would love to see a super rare turtle echo where we can add exalted items which will re-roll the forge potential, either making it 1-10 or 50-60 if the items wasn't altered. 1 page only, like we have with sets (3 pages) so it won't be something we can rely on.
I got lots of items with 30 potential and usually they get bricked or not maxed because of the low potential and at some point it is not worth to waste rare runes or glyps on potential 30 exalts
Title: Add Black Market and Merchant Guild Tokens to "do not display" settings
Suggestion: Please allow us to hide Black Market and Merchant Guild Tokens, they have the same display as Temporal Keystones and dungeon keys which we actually want to pick, but BMT and MGT are useless later in the game. Level 12 is not that hard to get, we're quite constantly above 900k favor, very often capped at 999k for most of the time. During my whole game I've used BMT once out of curiosity. We don't need to stack hundreds or even thousands of them.
Title: Allow rare items to be put in nemesis eggs to target exalted items you want (potentially also exalted with some form of restrictions)
Suggestion: It would be really cool if we could craft rare items to put into nemesis eggs and have upgraded. Some brainstormed limitations, any of them or something else would be a cool implementation:
- Max rare rarity (maybe the best option)
- And/or max 1 exalted mod
- And/or any number of exalted mods but no t7
- And/or just no sealed mod and nemesis always add sealed to rares/exalts put in a Nemesis egg by player
- And/or maximum 15 mod tiers (like a t7 and 2× t4, including or excluding sealed, including or excluding t8)
- And/or a minimum amount of forging potential
- And/or an unmodified drop (might need to be non-MG tag then, or not /shrug)
- And/or anything else that achieves current design goals better
Title: More Map Icon/Loot Beam colors
Suggestion: It'd be nice if we had colors that match the recolors for the labels.
Title: Volcanic glacier fire conversion
Suggestion: I think it would be cool to have a glacier conversion that turns it into a series of magma eruptions.
Title: Specialization skills on items
Suggestion: not really a suggestion but I really liked the idea from the livestream of items with skills from the various classes attached to them that could actually be specialized in. I would love playing a primalist using a bow that grants elemental arrow or something cool like that.
Title: Replace Circle of Fortune Bonus for More Items
Suggestion: Replace this chance for double items with something that doesn't just spam more loot, I'd prefer either higher forging potential or more useful idols . If you're playing COF, you don't need a ton of additional loot, it'd be more useful to be able to craft better instead. Alternatively, maybe an idol bonus that is based more around what skills you've specialized in would also be cool
Title: Oerden's Watch is too long
Suggestion: Please cut the waves of Oerden's Watch by like 50%, the map just never ends.
Title: T-Rex shouldn't roar if there are no other minions to buff
Suggestion: When the T-Rex is your only minion, it would be good if it didn't waste its time roaring to buff minions you don't have.
Title: Can we get a marker where the primordial rift is
Suggestion: It's very frustrating to comb every single map like this to find the rift beast, when we need hundreds of thousands of bones to get LP2 items from vendor. Why is this not a thing from day 1? It feels like EHG doesn't want us to play season content...
Title: Expanding on Existing Encounters
Suggestion: Consider adding more depth and content to existing encounters, such as Exiled Mages, Rift Beasts, Nemesis, Champions. While there is a weaver tree that affects them (and more specifically, their frequency and drops) what about a method to directly amplify their difficulty further or customize the enemy itself? A new faction, guild of monster hunters, could allow you to modify these enemies to become more like minibosses rather than just a strong enemy and perhaps have exclusive rewards for doing so. It's another method to be adding difficulty without tying everything to corruption. I feel like specifically rift beasts and exiled mages do not feel like fleshed out mechanics so much as random fights, maybe that's the intention, but I'd much rather have some more depth to them as they are very interesting mechanics but without too much reason to do them apart from a specific drop, and the "challenge" is trivial which makes them less fun
Title: Idols Enchanting
Suggestion: Reenchanting idol cant same roll enchant that is on it. So far my rerolling record so far is 5 times same enchant in row. More enchant attempts than 1/mono would also help but would not be needed if it was rolling different enchant each time. Getting 100 on hardcore is easy compared to getting good enahcnted idols.
Title: Player Base
Suggestion: Use the "hub" area between echoes in the monolith (the area with the stash, vendor, where you collect echo rewards) as a player base. Sell MTX to customize it (i'd personally spend money here), perhaps allow different layouts players can unlock. Like POE hideouts
Title: Enable pausing online
Suggestion: PoE2 lets me pause in online play anytime except against pinnacles, where it is a design choice, so it is technically possible. Maybe someone calls IRL, maybe I need to bio break, or maybe my nose is itching - let me pause. ESPECIALLY since portaling out of an echo in LE means I have to redo the entire thing, unlike in PoE2, where I can port right back to where I was.
Title: Player Base
Suggestion: in addition to what has already been suggested, make it possible to use skills in this zone. Like PoE hideouts.
Title: Give Spriggan form away to cast Companion Ability
Suggestion: Maybe have it procc when they are hit by Entangling Roots; but that would be really nice
Title: Warslash changes
Suggestion: Make Warslash benefit from more nodes from Warpath's tree, like Warrior's Fury, Cyclone of War.
Also some QoL could be nice like next to the icon a number to show how long it was charged and trigger Warslash even when Warpath is stopped because we ran out of mana.
Title: Need more beautification in the game
Suggestion: We need more hot bikini skins in the game for the girls, imagine a bikini lich in reaper form!!! it will sell like crazy!!!
Title: About how to power marksman up
suggestion:
#🎥┃video-shoutout message
Elusive defence this video mentioned is quite cool because that's the most defence I will use when I play marksman... Dash, which as equal as shift in le. Consume stacks of xxx debuff to deal xxx damage. So shift will more powerful. Mental debuff like confusion is quite cool too, it let enemies have a chance to miss their attack.
I like a way which offence and defence at the same time. Maybe it mean shift skill tree need to rework.
Shift just a tool of recovering mana/ health and cleanse debuff so far, it can bring with shurikens but this skill help too less on more damage so... Shurikens maybe need a update too.
Corresponding feedback: #feedback message
Title: HP/MP refresh after monolith
Suggestion: title, but for word count: refresh after monolith completion.
could be from blessing(s) or other toggle method. or npc
Title: Dying when teleporting to another player in your party is incredibly frustrating
Suggestion: It's incredibly frustrating when I'm playing in a party (which is probably more than half of my playtime), and I teleport to another player only to die immediately after I load into the zone. This doesn't give me any opportunity to act before I get killed, and is not a good player experience.
Please add invulnerability to my character after I teleport to another player. Have that invulnerability disappear once I take an action, similar to the invulnerability you get when entering a monolith echo.
Title: Expanding on the guaranteed 1LP slam
Suggestion: It's well known that missing your 2LP+ slams is incredibly frustrating, especially when it happens multiple times in a row, or with a very rare item. It's also understood that, while the guaranteed 1LP slam was a positive change, it only moved the frustration from 1LPs to 2LP+. I suggest we build on this system by allowing players to "earn" another guaranteed affix slam by taking a page out of the Legendary reroll's book, and add an optional legendary sacrifice to the eternity cache.
How it would work:
- Add a third item slot to the eternity cache for a legendary sacrifice
- Without a legendary sacrifice the eternity cache would function exactly as it does today
- With a sacrifice, the shared affixes between the exalted item and the legendary sacrifice would be guaranteed, allowing you to pick an additional guaranteed affix
- The sacrifice is consumed
Restrictions:
- The sacrifice must be the same base unique as the LP unique
- The number of legendary affixes on the sacrifice must be equal to (or greater than) the LP number on the unique
- The shared affix of the sacrifice must be an equal tier (or higher) than the exalted item's affix in order for it to be guaranteed
- There is no limit to the number of guaranteed affixes from the sacrifice, so long as they are equivalent to those on the exalted item
An example:
- Say you have a 2LP Red Ring. Maybe you're trying to hit T7 Str & T7 Dex.
- On the first try, with no sacrifice, you guarantee T7 Str and slam, but you miss T7 Dex.
- Then you get a second 2LP Red Ring, and you still have a T7 Str & Dex exalted ring. On the second try, you offer the first missed slam as your sacrifice, the aforementioned exalted ring, and your new 2LP Red Ring. Because both the sacrifice Red Ring and the exalted ring have T7 Str it is automatically guaranteed to hit. You select T7 Dex as your new guaranteed affix, and you now have a Red Ring with T7 Str & T7 Dex.
Title: please chill with the Exiled Mage teleporting around every 2 nanoseconds, ty
Suggestion: please chill with the Exiled Mage teleporting around every 2 nanoseconds, ty. Just another way to fck over melees.
Title: Stat Sources
Suggestion: Borrowing this idea from the mobile game Injustice 2, when hovering your mouse over a stat in the character menu, like a resistance for example, you can see a breakdown of which pieces of gear and passive points are contributing to that stat. For example say i have 50% poison resistance. I have over it and it breaks it down as 10 from my chest, 10 from my necklace, 20 from my ring, 5 from my belt and 5 from passive points
Title: Healing Hands traversal distance
Suggestion: I feel like Healing Hands traversal was made with ultrawide monitors in mind. Whereas some traversal skills (e. g. Surge) have a set distance they charge you and others (e. g. Shield Charge) can be held for longer distance, Healing Hands charges you to cursor position. On a 16:9 monitor, especially with the UI covering some of your screen, this is not a very wide distance. It'd be great if Healing Hands (and other traversal skills that work like it, if existent) could be improved and adjusted to be like one of the other traversal skills mentioned.
Title: Add Timeline visual effects to the area in between echoes
Suggestion: The visual effects and filters for each timeline as you walk between them in the monolith of fate are very cool. However, the area you go to when completing an echo doesn't really vary at all. I think it would really add to the atmosphere of each timeline if the appropriate filters from the monolith area were applied to the post echo area based on what timeline you were completing.
Title: About how to improve the experience of reading meet the team
Suggestion:
https://www.linkedin.com/posts/thats-no-moon-entertainment_thats-no-moon-storytellers-chris-vasquez-ugcPost-7351272154421768192-VWoc?utm_source=share&utm_medium=member_android&rcm=ACoAAER65uEBo4zPRvDA_sHGcdJXpE3MC_YKGqs
Maybe it's a good direction if this blog series still alive. I hope it's alive. Thanks for bringing more stories.
We can use pictures which includes contents instead of pure texts to show the whole interview.
Meet the team is parts of eterra monthly before.
Title: Merchant Guild Listed Items
Suggestion: please add search/sort functions for listed items, and maintain a history of sold items. i want to be able to see if i already have that tier 7 affix that i need listed on the market without scrolling 19 pages of items, and i want to actually see which affixes have/have not sold, so i can adjust my loot filter to target farm them
Title: Merchant Guild List
Suggestion: i can only see 15 items in the list. so make the pages 15 items in length instead of 21 so i don't have to scroll down and visually track where i've read in the list instead of just hitting the next page button.
Title: Echo Display
Suggestion: a button to remove this block from my display. i would MUCH prefer that the quest arrow on the mini map display a custom icon (similar to the weaver icon) for the echo quest when it is revealed
Title: Heads Up Display
Suggestion: a button to prevent text pop-ups on the heads up display. i know what the icons mean already, i don't want huge distracting chunks of text like these covering 1/4 of the screen when i'm trying to navigate towards the bottom of the map
Title: Map Overlay
Suggestion: a color selection for the map overlay. sometimes the beige gets completely lost against similarly colored maps. it would be nice if the map button cycled you through two or three colors (which you can preset in settings) before returning to the mini map option to provide alternatives to improve contrast between the map and the background
Title: Small Forge Strike buffs
Suggestion: Forge Strike, as a damage skill, is pretty underwhelming, especially compared to Erasing Strike and Earthquake. Its biggest problem is that it just lacks enough % more damage modifiers in the tree. **I suggest that the 100% crit multi in "Spear Forge" be converted to 100% more damage instead.
Additionally, it would be cool if Forge Strike could also get the same stacking % more damage from Scrap Metal that Rive does.
Title: Please remove or at least greatly reduce the cost for stash tabs
Suggestion: The amount of playtime necessary to be able to sort my items into tabs for different unique item types and reroll item types doesn't seem appropriate to me.
Title: Randoms Echo Encounters
Suggestion: Similar to D4s Butcher, it would be cool to see a really hard encounter that scares you show up that if you defeat them the loot is WORTH it. Like 3LP tied to your class, Multiple Havoc/Exalted Runes, Lots of Gold.
Title: Too much trash loot
Suggestion: There is too much trash loot in this game. Yes, I can hide it with a filter, but it is still dropping and being loaded, and I have to wait 12 business days until all the loot drops after every enemy. Why is everything dropping 10+ magic and rare items at 300c?
Title: Battle Pass
Suggestion: I'm highly in-favor of a paid battle pass for cosmetics or anything non-p2w.
Title: Type of PvP system
Suggestion: Dark Souls style pvp where people who flag themselves will encounter pools-of-color that will give them the option of summoning someone randomly on their monolith to engage them in PvP. Similar to Dark Souls, invading player would be considered friendly to the challenger's world.
title: About more types of architecture styles in game
suggestion: Environment artists in le must work hard on cooking new maps. Due to they have hired a new environment artist who I have inspired by her cathedral-like models and purchased that game and I have seen GGG have plans on cathedral-like maps in act 6, I want to know what will le's version of cathedral looks and how will become part of le's map collection.
Title: "Living Shadow"-like skill for Bladedancer
Suggestion: Create a skill that would make the most out of Bladedancer's shadow affinity:
- Spawns a "mobile" shadow that follows the player for a duration (amount and duration can be changed within the skill tree)
- Scales with shadow-related bonuses and uses the same attack logic as normal shadows
- Actions that would create a normal shadow instead prolong the mobile one's duration (can be changed within the skill tree)
- Actions that would trigger a shadow's consumption are instead repeated by the mobile shadow (can be changed within the skill tree; probably deserves a special interaction with Synchronized Strike)
- Actions that would spawn a mirage do the same for the mobile shadow (probably deserves a special interaction with Lethal Mirage)
- Can be converted to cold/lightning, probably something else as well depending on the theme
Title: Healing hands - Divine Catalyst
Suggestion: It would be great to not require healing hands to be directly cast to trigger this. After the healing hands nerf, it's not powerful enough to use by itself for late game builds, but having this node not need a direct cast could be a nice way to add some AOE clear to some builds (Cough cough, fire hit smite). Given the weakness of Healing hands as a damage dealer, it would also be great if this node didn't require 5 points of investment to be maxed. out. Perhaps 2 or 3 would be more appropriate?
Title: ** Make running the complete dungeon viable again**
Suggestion: Following on from Mikes point on the recent Dev Chat about having more dungeon I have a suggestion for using the current dungeons or for new dungeons.
Temporal Sanctum
I would guess very few players run through the Temporal Sanctum now that we have the ‘boss key’ to skip the dungeon. So, what if the reward for running the dungeon at T4 only was the ability to choose two specifics, one prefix one suffix from the Eternity Cache but only if you do the whole dungeon and boss fight.
Further to this, the item restrictions currently in place stay the same so if you have an item level 25 2LP item and you want to use the new mechanic to choose a prefix and a suffix to add you can only do that in the T4 dungeon. If you go direct to the Chronomancer Julra (T1, T2, T3 or T4) fight using the boss keys you do not trigger the extra choice for the item.
A Weaver Dungeon.
At T1, T2, T3 and T4 the player can change one Weaver Prefix or Suffix already added to the item with the same Tier restrictions from the Temporal Sanctum and the same Boss Key access. The item must have consumed all its weaver will first.
Choosing one affix could be that the affix you want change to has to be from an item you already have and that item is consumed to add it to the weaver’s item you present to the weaver. Perhaps the weaver needs to see what you are talking about so she can do your bidding. It could be a rune of weaving is also required for this service.
Should the player decide to complete a T4 dungeon and kill the boss then the Weaver adds one specific min T5 prefix or suffix to the weavers will item that has not used any weavers will at all. This process would then leave the items remaining Weavers Will intact, in order that the player can continue to use the usual weavers will mechanic as it is now.
The primary cost of adding your chosen affix to a weaver’s item is that one cursed affix RNG T1-T5 chosen by the weaver is also added. New affixes could be added to the game to supplement the current ones available like take extra damage, player ailment, all resists reduced 20%, movement speed reduced by 50% then increases again to max.
This should now encourage players to use the items highest with max Weavers Will and run the T4 dungeon in full for a specific affix and allows LE to add more negative affixes to the game to compliment more powerful options/choices on the player’s side
Idols Dungeon
A simple T1, T2, T3 T4 dungeon with a boss that drops Only Idols, if you are using the boss keys then the boss of this dungeon will drop Grand, Large, Ornate Huge and Adorned idols for any class. If the player completes the whole T4 dungeon then the boss drops only Class Specific Idols.
The Nemesis Dungeon
To compliment the change to the Temporal Sanctum where a player could choose a prefix and a suffix for an item, add a new dungeon that allows a player to add a maximum 2LP to a Unique item with 0LP. Add a buffed version of all current Nemesis as the boss fight and scale the rewards by incremental chance based on dungeon level.
Keep the same Item Level tiers for the dungeon, similar to Temporal Sanctum rules again so that adding LP to low level items is easy and limited to 1LP but also restricted to a max of 2LP for any item so as not to trash the game economy by flooding the market with 3LP and 4LP items.
T1 – Add LP1 %chance
T2 – Increased Add LP1 %chance
T3 – Increased Add LP1 %chance – Add LP2 %Chance
T4 – Increased Add LP1 %chance – Increased Add LP2 %Chance
Again, boss skip keys for the lazy runners and a perk for completing the T4 dungeon and killing the Nemesis with a guaranteed 2LP if you complete the whole dungeon.
This dungeon along with the revised TS dungeon would also ‘get builds moving’ quicker and make 0LP items worth searching for and keeping in order to get a build ‘started’
Title: Options to Summon Multiple Companion types with the same skill tree specialisation and skill bar slot
Suggestion: It would be nice for making the playstyle hinted at by The Land Before more viable.
For example:
- Summon Wolf: Specialisation tree option with "If you do not have a Dire/Ruinous/Spirit Wolf summoned when summoning wolves, your first Wolf becomes a Dire/Ruinous/Spirit Wolf instead of a Primal Wolf. All your wolves are companions and subject to companion limit."
- Mixing Dragon Raptors and normal Raptors could be cool
- Similarly Permanent Bond could give you a special type of Wolf, otherwise the node being exactly the same
- The extra Spriggan in Spriggan Form could be a different type of Spriggan with the same tree and shared companion ability button.
- A node to summon Spriggans from each of the four seasons would be cool
Title: Dungeons during the campaign.
Suggestion: Make the lowerst tier of dungeon not require a key, making campaign skips on your first character of the season a viable option for those who are knowledgeable enough to do them.
Title: Void Hunter Mastery
Suggestion: You could combine the concept of a bow wielding primalist with the need for more void coverage to create a "Void Hunter" primalist mastery that has hunted the Void for so long that their abilities are touched by the Void as well.
Title: Dummy Toggles
Suggestion: Could we possibly have a Npc or toggle ability to make the dummy targets have the possibly following aspects:
- Elemental Resistance (so we can test Penetration on more difficult enemies/ or to see how enemies with higher resistances effect our damage)
-Armour (to see how armour shred affects our dps/ see how much damage against armoured enemies effects the build)
-Corruption Scaling?? Dunno if this would be possibly but to give the test dummy that can die, a corruption scaling toggle to test damage at higher corruption for instance:
-50/100/200/300 corruption towards your first abberoth kill to see if your damage is adequate for corruption levels.
Title: Judgment - Anointed
Suggestion: It would be great if this no longer needed to be recast. With the inclusion of more passive playstyles being viable in this game, having to recast this ability to have the aura feels a bit clunky.
Solution: Have the aura be permanent, but have it cost mana per second. Additionally, for those of us that rely on Judgment for low mana state; Let the ability be actively channeled for a damage& cost multiplier (both of which would still be affected by Pious Offering and Urgent Inquisition).
Other skill nodes that affect Judgment damage such as Javelin-Sacred Forge could be changed to more Judgment damage by x amount for x seconds.
Title: Enable copying and pasting a loot filter rule from one filter to another
Suggestion: It would be amazing if we could copy a filter rule and paste it into another loot filter. There are some rules that are fairly "universal" and it would be a huge QoL to be able to paste these to a new filter.
Title: Experimental Affix
Suggestion: What if the experimental affix from the imprisoned magi were really just that, EHG Experimental affixes!
Any new affix you want tested in the game let us find it in the game as an experimental, see what we come up with in our builds. Make it a seasonal thing, a new affix or five for us all to discover, yep, don't even tell us about them beforehand, give us some mystery each season.
Title: Twist to Exiled Mages
Suggestion: Make it so that Exiled Mages are occasionally friendly--but only if you don't attack them immediately (like maybe they're neutral for 3 seconds and if you don't hit them they turn into allies?)
Title: Abomination QoL
Suggestion: Abomination Necromancer wants to clear / map with the army, while bossing with Abomination. Going through the Abomination summoning routine is an abomination. Please make Abomination a toggle or an extra skill outside the hotbar we can toggle on and off (off => dismantles it into the minions used to make it).
Title: Enable Threads on #suggestions
Title: New Class for fun
Suggestion: I was listening to the last Dev Q&A this morning and a few times during the Stream there was questions about what he would like to see as a new class, he wasn't going into any specifics but every time he mentioned what he would like to see I had a heart skip because even before I decide to watch it, I started working for fun on what a new class could be and what I would like to see in LE in the next patches
at one point he was hoping to get another Caster Void user using something else than VIT or STR, a Pet user another Bow user, also spoke of a Monk type and a Necrotic Melee user but without Intelligence
And my concept was almost all that even before for some reason
Ronin :
Attributes : Strength, Intelligence, Vitality
Popular Tags : Melee, Bow, Physical, Fire, Lightning, Area
Passive Bonuses :
Every 5 seconds your next attack will do +100% Damage
Parry Chance +1% for every 3 points in Ronin
Soul Striker :
Attributes : Dexterity, Vitality, Attunement
Popular Tags : Melee, Throwing, Physical, Cold, Lightning, Necrotic
Passive Bonuses :
Can dual wield 1 handed short weapons, eastern weapons, or claws
Chance to block incoming attacks and counter with main hand base on highest stats
Spirit Walker:
Attributes : Dexterity, Intelligence, Attunement
Popular Tags : Spell, Buff, Damage Over Time, Necrotic, Void, Physical
Passive Bonuses :
Spells are always bound to 1 Physical and 1 Mental stat and stack.
Gain 10 Ward on each spell use for each buff currently active on character
I even came but with the base Class Abilities and the Mastery Skills, Base Talent Passive tree so far, working on the Mastery Passive Trees, but you can only write so much here
Interested in any opinion!
title: new races beside humans
suggestion: last epoch universe has so many different foes, mobs, monsters. some of them can speak but most of them just attacks to us and what If we could play with one of them?
for example,
a character as a dragon which could've used time manipulation skills but he lost his powers and needs to level up and gain his abilities back
or some underground character which had peaceful and lazy life like Mole but when he goes onto ground, he finds himself front of the war,
or mermaid which got curse and she's got legs and she needs to get revenge by main villain for destroying her people etc.
Title: Make prophecies less of a chore for advanced player
suggestion: implement a system that allow seasoned players to spend less time on the prophecies interface, since it becomes a repetitive chore rather than an engaging choice. Especially because at some point, it takes less time to farm favor than to actually choose prophecies. I know this topic has been discussed but here's a visual aid to explain what i actually mean, and it shows 2 things:
1- easy, just make it so we see in the interface how many actual prophecies slots we have left, so we are a little bit more motivated to keep going.
2 - implementing a system for pinned prophecies that gets unlocked with increased difficulty, so that season players can access some prophecies in a easier way.
Thanks in advance if you even only consider this.
I have a lot of different ideas on this that go above and beyond what I've proposed here, which I don't mind elaborating if this suggestion gets enough attention.
Title: Servers in south africa
suggestion: We have a fairly large playerbase in south africa and we could really use servers here POE did this for us and it changed our gameplay
title: time waste on faction side
suggestion: visiting bazaar, haven of silk or CoF should directly teleport character onto place instead showing the map
title: arena mobs
suggestion: they should spawn and move faster, it takes so much time unneccessarily for players who wants to make score for ladder
title: resurrection
suggestion: add to softcore player resurrection; also remove this 50 character min bullsh*t when making a post. It doesn't always need to be long to get a point across.
title: Lockable Inventory Slots
suggestion: Make it so you can lock an individual inventory slot so you cannot mistakenly swap gear. Adding characters to hit 50 min is annoying....
title: Add view player profile to view character info
suggestion: Add view player profile to view character info if possible to do this
title: merchant guild search system
suggestion: wish we could set implicits while searching an item 😫
Title: Loot Filter Dropped Item Tooltip Icons
Suggestion: Add an option in the loot filter to show an icon (could reuse the current icons in naming loot filters?) on the left of the item's tooltip to better understand what type of item is shown. I know I would get a lot of value it playing MG -> an icon to show drops for my current build, another icon to show drops that I want to list on the market, another icon to show drops I want to shatter/removal for affixes, etc.
Example image to show what I mean, I'm not an artist tho 
title: Forced Stop
suggestion: add a keybind like holding "left shift" will force the character to stop and not move what so ever while holding it down!
title: Forced Stop
Title: Don't Delay Skill Sigils!!
Suggestion: Release skill sigils for the base skills in each class as the introduction of the mechanic, let it be something people look foward for the next patches.
title: Shatter All
suggestion: Add a button somewhere to shatter any gear without Shatter runes. This makes early game better. Second Remove rune of Shattering, third make the Shatter all button Shatter anything up to T6. And to shatter T7 or higher you have to manually do it.
title: main passive skill tree 🌲 and mastery passive skill trees ❗
suggestion: since we can unlock mastery passives after spending 20 points on main skill tree, rest of passives on main tree doesn't look important and it looks like focusing on mastery passives to unlock new skills what we should do as players sooo I want to share the idea below
- passives on main skill tree must be very very impactful and there must be very different passives with less stacks to let players try more different builds. for example:
one of the passives: primal strength (0/8) gives +1 str and hp regen for each points but you can change this like primal strength (0/4) giving +2 str and more regen so you can add more passives on the main passive skill tree... more importantly, having more stats early will feel better for reaching end game faster because If people don't like their characters or their builds, they can create a new character and they can reach end game faster to see results that may satisfy them
-
also 20 points on main skill tree must be limit and players should not be able to add more points to main skill tree because passives are so impactful
-
last suggestion If suggestions on top don't look appealing : players should be able to change mastery classes anytime in return of removing their skills and for some price of gold WITHOUT needing to spend 20 points on main tree BUT they must complete certain quest
title: New Class (I dont care bout it)
suggestion: I hear ppl ask for new Barb. My suggestion is you make a base class called Warrior or Gladiator and a Mastery of Barb or Monk or Amazon/Hunter or something.
title: Prophecies for Runes of Havoc
suggestion: Prophecies for Runes of Havoc should be added I dont see them.
title: MONSTERS OF ARENA faction
⚔️ 
suggestion: this will be level based faction with join fee and 4 different room option that will spawn bosses while fighting with other players If possible, for example
➡️ 1-32 level arena, joining fee: 15k gold or bronze arena token, 15 bosses will spawn one by one and each boss will grant you 1k gold after killing but If another player spawns it will grant 15k gold for killing,
➡️ 33-65 level arena, joining fee: 50k gold or silver arena token, 10 bosses will spawn one by one and each will 5k but bosses will be more powerful, and If another player spawns it will grant 50k gold, If you kill them,
➡️ 66-99 level arena, joining fee: 150k gold or gold arena token, 3 bosses will spawn and each grants 50k and If you kill a player, gain 150k,
➡️ 100 level arena, joining fee: 500k gold or diamond arena token, UBER BOSS ❗ will spawn and it has so much health, and killing a player will grant you 500k...
⭐ rules : you can create your own arena room, or you can join another player's room but you need to pay the fee everytime or you can use tokens
.
you can't join the arena If your level is too high or too low.
you can't party with anyone in arena.
tokens drop by slaying monsters very rarely and tokens don't drop in arena,
you can't get EXP by killing bosses or other players in arena.
you can see how much gold bosses will grant you on top of their heads,
you can see how much gold you have on top of your character or you can see other players' gold If they killed your bosses or If they killed another player.
If you leave the arena without killing anything or die to first boss, you dont gain anything.
you can craft silver arena token by merging 2 bronze arena tokens (for example) or you can craft gold arena token by merging 4 silver tokens etc.
TLDR ; ***Real monsters were the other travelers we met in the game 🥂 😎 **
Title: Skill Respec
Suggestion: the most horrible mechanic in the game, that frankly prevents me from enjoying it, as much as I used to, is to LOSE ALL EXP OF THE SKILL, EACH TIME YOU WANT TO RESPEC!!!
Whoever thought that grinding skill exp, over and over, for a skill, when you just wanna test your build, was a good idea, should consider mental help.
Just remove that mechanic and let me switch builds, to my heart's content. I don't care if I have to pay a rare resource or a truck load of gold.
title: community builds
🔥
suggestion: this will be an in-game feature and so important for new players.
for example, If you are playing primalist, you will see shaman/druid/beastmaster builds
and you can leave a like 👍 to the build so builds with most likes will be on top of the list (but this list will reset each seasons)
people can share builds with CTRL + RMB like how we can share items on global chat
Title: New Specializations
suggestion: To relieve some of the identity crisis within the Shaman, introduce a dedicated melee elemental attack themed class. For example a Barbarian. It could take Earthquake and most of the pure attack synergy of Shaman and shift it over into a Spell/Totem direction.
Title: Fire Aura Item Affixes
Suggestion: Remove the "1 per second" limit on these. Change the "Chance on Crit" to instead trigger whenever a skill crits one or more enemies so it doesn't get out of hand without the 1/second cap. E.g. whether it crits 1 enemy or 10 it just rolls the chance once. Change the % Elemental DOT on this affix https://www.lastepochtools.com/db/suffixes/AJwBgTEA to % Fire Aura Duration.
title: emotes 💃 🕺
suggestion: funny dancing emotes, waving or greeting emotes, and emotes with voice lines
Title: Mana Cycling (Positive-to-Negative-to-Positive, etc.) Benefit Item
Suggestion: Item(s) that reward a playstyle around rapidly cycling mana, e.g. a bonus that increases every time your mana goes Negative, for some number of seconds, so you're encouraged to spend and generate to keep going back to negative briefly to rack up the bonus. Or an effect that occurs whenever your mana goes above or below 0. Would love to try to do something with this with Bluefeather Band's smaller Mana pool (and making its reduced mana costs actually a challenge to work around, in an interesting reversal).
title: Fix Sorcerer's Meteor Skill Node "Stardust"
suggestion: 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!
title: corruption scaling
suggestion: in short enemy damage outscales player EHP much faster than enemy EHP outscales player damage as corruption goes up. There are any number of complex changes you could make but I suggest simply making corruption increase monster damage by half as much and hp by twice as much or something like that.
Clearly you think this is an issue too because you created uberroth with the EHP of something like a 20k corruption timeline boss but nowhere near the damage output of a 20k corruption rare enemy.
title: the observer and eterra as new characters in the next season
suggestion: you need to complete campaign to unlock them ofcourse and they don't need to have 3 mastery classes so it can be easier to work on
title: CENTRAL ECHO 🧭 that destroys other echoes around of it
🔥
suggestion: instead of going echoes one by one, this echo will gather the monsters and rewards of other echoes into ONE CENTRAL ECHO and it will teleport traveler to a map he needs complete many quests...
title: ForgeGuard Weapon Swap
suggestion: Mike in his dev stream suggests that weapon swap can conflict with character identity and variability. But forgeguard kind of has this identity as a weapon master. In addition to its current status as an underpowered and murky identity character, what if we add power to this class by allowing it to be a weapon master and be able to swap weapons?
Thanks
Title: Allow Multiple Revik's Blizzards to Stack
Suggestion: As the title says. Right now it has been observed that an enemy can only take damage from one even if they are in two overlapping Blizzards. There isn't a good reason for this considering it costs mana to cast like any other spell.
Title: more transformation mtx like the reaper form
suggestion: Im sure its not the biggest priority, but after seeing how the reaper form got a mtx i think it would be really cool if the other transformations in the game got one too!
Title: shift procs letha mirage
Suggestion: a unique or node that makes it so that when you shift through enemies it procs lethal mirage
Title: Forge Guard Equip Shield in your Main Hand.
Suggestion: Allow the early forge guard node "Weapon Master" to equip a shield in your main hand with a 3-5 points investment
title: new gear (this can be anything tbf lol) maybe wings, earrings, clock for time travelling etc
suggestion: more items appreciated 
Title: Let's see if EHG actually reads this page.
Suggestion: there's a typo in Ocearon as I don't think "more more damage" is intended.
title: fire aura requirement can be changed (version 2.0 🔥 suggestion upgraded)
suggestion: instead of forced to move or melee attack, what If we could cast fire aura BUT as a requirement, you can choose something below
- we don't have mana and +1 fire aura for each 30 mana lost or,
- we can't cast skills except the skills with fire tag and we have +5 fire aura for each fire skills in skill specialization or,
- fire aura costs life regen and +3 fire aura for each potions,
- fire resistance is now -200% and +1 fire aura for each +20 fire resistance (HOLY MOLY What a twist
)
title: lvl100 eterra's forgotten knight: corruption eater armor
and new modifier...
suggestion:
+1000 Armor
T1 > random
T5 > random
T5 > random
T3 > random
Corrupted: ????% increased void damage
????% increased void resistance
When you reduce your corruption by Sanctuary of Eterra for first time while you have Corruption Eater equipped, it absorbs the corruption you would lose, using it to gain Corrupted affixes.
Title: mtx for the unique tyrants skull
Suggestion: a mtx for the summon primal tyrannosaur that makes it theme with the wildfire wyvern summon raptor would be sooooooooooo peak!
Title: Unique font colors for T6 & T7 affixes in Exalted items
Suggestion: Can we get T6 and T7 affixes to use different font colors when we mouse over an item in the inventory or the stash?
title: corruption ladder instead of players' level ladder 🐙
suggestion: Honestly it is so exciting to see how much corruption people can achieve in the season and Level ladder looks useless since there is experience cap.
Title: more Variety in Potions and Skill Costs
Suggestion: what do you guys think about adding more variety to potions and making skill costs more diverse?
title: wise lizard 
suggestion: If you see loot lizard and don't kill it, she will reward you
title: this pop-up is very annoying in SOLO unlimited arena
suggestion: there must be portal button like one from the echoes and players don't need to summon in different maps, you can summon all monsters in one map with faster move speed/spawn speed
Title: I would like to suggest a new skin for the MTX Store
Suggestion: I would like to add a werewolf store skin to the MTX store for the werebear. I think this would be a great addition.
title: in-game events ⛄
suggestion: I've never worked for marketing team but I wonder If devs can make something special for holidays 
maybe snow-raining in the game or snowmans around the map or free game trial for 1 week 
To submit a suggestion be sure to use the following format:
Title: [10 Character Minimum]
Suggestion: [50 character minimum]
Suggestion: [We really need a Health stacking build. If we have skill node or unique item that takes flat or % health on hit, it can create really fun type of build that so far we don't have...............................................................]
title: solo-account-found mode and speedruns 🏃♂️➡️
suggestion: what If we had official timer and this timer stays on the left top corner in the game and records players until completing the campaign?
Title: Cleaner version of upcoming unique body armor
Suggestion: I would like to suggest a small alteration to the upcoming new unique body armor. Removal of the straps on the chest area would increase the coolness of the design and fit better into fantasy elements. Picture is for illustration purposes and is done by me.
title: unbounded graviton 🟣
suggestion: unique mage armor
-Implicits-
+187 armor
+(127 to 201) Ward Decay Threshold
+(13% to 29%) Ward Retention
-Modifiers-
+(1 to 2) to Level of Area Skills
+(3 to 10) Ward lost when Black Hole hits enemy
+(12% to 23%) Chance to cast Black Hole at a nearby enemy when hit
+(12% to 23%) Chance to destroy all Black Holes when you lose health
+(10% to 20%) Increased Area for Area Skills
I lost my mind while designing this armor 
Title: armor/character glow etc for achieving higher tier corruptions
Suggestion: Any chance we could get a seasonal glow etc for our character once we achieve a certain corruption level so we can show it off in town to other players. It could change colour or have a brighter glow for hitting higher corruption levels
title: **About mtx birds (pets) ** (why title need 10 characters at least...ok it's more than 10 characters now)
suggestion: I prefer ancient/myth birds with classic wings and tails like this picture because my tea is myth/ancient birds. It have a wise choice on palette of edge weathers too (pastel blue with pastel orange/yellow hue).
More types of birds are welcomed always.
title: void themed healing hands mtx/unique
suggestion: please add either a unique to convert healing hands to void or a purple healing hands mtx. having my healing hands stuck as being golden when all my other skills are purple and fit with the VK aesthetic clashes a lot visually IMO.
title: About fanart role is a good idea to think for letting the community look cooler
suggestion:
The special guest role was meant for special guests of EHG. While we cannot promise anything, I can share your suggestion regarding fanart role. I would suggest putting it in this channel if you have not done so already.
Ok here we go.
title: merchant guild search functionality
suggestion: search based on a unique item's implicit range. for instance, i just looked through 6 pages of Phantom Grip to find one with 2 minion skills and 8% mana.
title: price checking tool
suggestion: add gui functionality and show recently sold items that fit the search criteria
title: arcanum of twinsages 🔥 🧊
suggestion: unique body armor
-Implicits-
+83 armor
(13% to 6%) less Damage Taken from Ignited or Chilled Enemies
+(9% to 20%) Increased Ignite and Chill Duration on Enemies
-Modifiers-
Your next skill has 100% increased chance to ignite or chill on hit, If you directly cast a skill that is converted into fire or cold (5 second cooldown)
+(12% to 23%) Fire Resistance
+(12% to 23%) Cold Resistance
+1 to Level of Fire Skills
+1 to Level of Cold Skills
To claim the dawn, you must brave the night.
title: About So I Tried... reaction animations by CarbotAnimations
suggestion: I'm don't know EHG interest in sponsoring a content creator for meme-type ad or not, but I'm interested in watching that so much.
It's his channel: https://www.youtube.com/@CarbotAnimations
Why not bring some laugh to last epoch?
Title: quests for uniques
Suggestion: Id love to see some more side quests that give guaranteed uniques or set items dotted throughout the campaign and End game in some timelines.
Perhaps a quest that gives the history of eterra during an early act 😉
title: guns or similar technology
suggestion: the game has technology we don't even have today, but no guns were invented?
Title: Final Skill for Paladin
Suggestion: A Buff skill called Divine Blade that causes Melee Lightning damage and also converts all Divine Bolts to Lightning. Maybe there could also be a node where the damage output of Divine Blade could be converted to 50% Fire and 50% Lightning. Also a node for this skill gains a stack of Golden Aegis (similar to Cradle of the Erased), but would be based on the amount of Divine Bolts used.
Sooo Divine Blade could be an indirect skill to Buff Holy Hands when directly casting Holy Hands.
title: tritts of lyngormr 👢
suggestion: unique boots
-Implicits-
+120 armor
+(5% to 10%) to All Resistances
+(4% to 8%) Endurance
-Modifiers-
Movement on foot is only allowed within towns and factions.
(275% to 330%) Increased Cooldown Recovery Speed for Traversal Skills
+(20 to 28) Mana Cost for Traversal Skills
+(1 to 2) to Level of Traversal Skills
He might have challenged the monsters, yet the boots whispered of flight, not of battle.
title: Jumping Dread Shade option
suggestion: Add an option that allows Dread Shade to attach to a new target if its current target dies. The builds that currently do not recast Dread Shade (e.g. abom) are already extremely low APM, and the builds that need to recast Dread Shade often (doom brand, Sacrifice, blood specters, zombie pop) are all much higher APM and would remain higher APM even if their Dread Shade was partially automated. Since Dread Shade is mandatory for Necromancer builds, automation would be a major QoL win and would encourage build diversity. The current meta strongly favors single minion builds (abom being the egregious outlier, but wraithlord is also very strong) and supporting swarm builds would help balance that out a bit.
Title: Merchant Guild item history
Suggestion: It would be nice if the Merchant Guild can have a log of previous items that were listed or bought to keep track of this for the player.
Title: Dragoraths Claw Update
Suggestion: Just an example item that is considered useless.
Dragorath’s Claw.
Indirect cast Lightning Blasts gain 1% Crit Chance for 5% Uncapped Lightning Resistance, and gain 1% Crit Multi for 5% Uncapped Cold Resistance.
Considering the new Lightning Blast meta, this item has been weeded out. And almost unused for any build.
Say a slight change would be the Uncapped resistances be lowered to 1% rather than 5%? Also Lightning Blast cast indirectly doesn’t gain a lot of the nodes.
title: manawind of velchanos
suggestion: two-handed sword
-Implicits-
+80 Melee Damage
+(8 to 14) Mana Lost when hit
-Modifiers-
If you have positive mana, your basic attacks hit thrice.
If you have negative mana, your basic attacks circle around you within 2 meters.
(20% to 30%) increased Melee Attack Speed
+(1 to 2) to Level of Melee Skills
When they surrounded him, they saw only an old man, saddened by war and death, yet they did not know that his sword remained young and strong until their final breaths.
title: wardforged elven armor
suggestion: unique body armor
-Implicits-
+(162 to 201) Ward Decay Threshold
+(54 to 67) Ward per Second
-Modifiers-
+(20% to 30%) Ward Retention
+(7 to 13) Intelligence
+(1 to 2) to Level of Intelligence Skills
Every 3 seconds you lose all of your Ward and deal Damage to YOURSELF and enemies in 6 meters around of you equal to Ward you lost.
I'd like to give this armor better name but I feel sleepy.
This armor given to elven warriors who wanted to fight in front row.
Title: **About use a different way to
Title: About more info for Remove Abberoth key requirement until first clear for new player from OneMarekPlays
suggestion:
#feedback message
It's his suggestion. I suggest not only for new players, but also for all another players. Promote it in both of season and legacy will help players to get more motivations to give it a try. I keep my opinions, "I dislike I must farm 6-10 echoes per monolith to get access with Abberoth". I asked "100% chance to get an eye after killing a harbinger but with many limits like it work after 300c only", but I think his suggestion is better.
100% chance to get a eye from a harbinger -> It still need some farming
Zero cost for trying the pinnacle boss's combat -> 100% avoid extra unnecessary farming
I'm willing to support that with my life.
Title: Blessings maxes rolls keep
Suggestion: Whatver blessings occour do not overide new (bad roll) with a good one (max roll). Always keep ugraded ones.
Title: Move "Chronomancer Lerinne" away from the goddamn stash.
Suggestion: Just get her one mile away from there. On any character where I don't have the stash perfectly auto-sorted, thus when I have to actually drag items from the inventory to the stash or the other way around, this girl here gets in the way 99% of the time. I lost count of the amount of times she interrupted my item transfer with her cuddling "Hello Traveler".
"Hello, Lerinne. I'm good, thanks".
Title: Minion-oriented Personal Item
suggestion: Add a personal item to the campaign with flat minion damage; leveling minion builds is very swingy depending on when decent minion weapons drop. A personal item in the right spot with some minion flat damage would smooth this out.
title: potions should give buff(s) after some character level or wearing some items
suggestion: 1000 maximum hp for 60 seconds or 1000 armor for 60 seconds etc. ?
we have passive skills but how many of us really chose these?
Title: About more info for Remove Abberoth key requirement until first clear for new player from OneMarekPlays
suggestion:
#feedback message
It's his suggestion. I suggest not only for new players, but also for all another players. Promote it in both of season and legacy will help players to get more motivations to give it a try. I keep my opinions, "I dislike I must farm 6-10 echoes per monolith to get access with Abberoth". I asked "100% chance to get an eye after killing a harbinger but with many limits like it work after 300c only", but I think his suggestion is better.
100% chance to get a eye from a harbinger -> It still need some farming
Zero cost for trying the pinnacle boss's combat -> 100% avoid extra unnecessary farming
I'm willing to support that with my life.
Update:
I forget EHG have given 10 free eyes at first. Well I don't think it's a fair amount... I prefer infinite try instead of limited free times because I still can't form the muscle memory after failed 25+ times.
The same case in boss combats of Poe 2 for me... For reference.
Title: Multiplayer gameplay & minion gameplay on Uber Aberroth
suggestion:
The fiery cleansing ability, the superheated blackhole on uber aberroth, thats sucks in these void grounds, target killed players and sometimes also minions and this needs to change.
I had a group play expirience and Uberroth targeted a dead player with his
"superheated blackhole" and that dead player stole myself the ability to cleanse the area.
ALWAYS FOCUS PLAYERS that are ALIVE
Thats my suggestion, maybe there is some weird priority interaction with that skill or a bug or so, but i had that expirience already some time ago.
Maybe an oversight, maybe a bug, i will hand over a bug report aswell 🙂
Also check thoughts here
#💬┃general message
Title: Minion/Companion damage reduction for enemy AoE effects
suggestion:
I would like to see minions/companions getting some form of additional damage reduction for enemy AoE effects, maybe also scaling with character level?!
I don't know if enemy abilities use the "tag system" aswell, like "attack", "spell", "area" and so on.... but IF so, it would be great for the overall survivability of minions to take reduced damage from everything tagged with "area".
Maybe some form of permanent conversion from the armor should apply in some form to minions? I don't know...
Rift beast attacks, Aberroth/Uberroth attacks and Shade of Orobyss attacks iam focusing on and a even few champion aoe attacks aswell do kill some of the minions way too fast.
Gearing towards "minion health" and "minion armor" is simply wasted and not fun to interact with, aswell as investing too many points into the passive tree nodes. Damage lacking minions that cannot out-dps fights would need to get more invest to all of that to at least stay alive longer, but then they would lose even more damage, so the only choice is, PURE DMG and ignore defense and live with the minion deaths, if they occur. NOT FUN!
Espacially ForgeGuard minions and their "ramp up mechanic" suffer immensly from that. ForgeGuard needs much love on the ramp up mechanic anyway, which deserves its own post, but the minions die too much on fights like Aberroth and "mouse hovering" them from left to right every few seconds to keep them alive steals like 90% of their already lower damage.
In short... enemy area skills shouldn't deal so much damage to minions!
Title: Audio Feedback When Hitting
Suggestion: am using armblade slash which is an attack that works without a target and sounds like you're just constantly hitting air. it would be nice if the audio feedback for that and similar melee skills included some slight change in the audio to indicate that it scored a hit
Title: Request for Modding Support (Removing/Editing Idol-Type Elements)
Suggestion: Hello, I hope you’re doing well.
I wanted to ask whether the game currently supports mods, specifically any tools that would let players edit or replace in-game objects on the client side.
I’m a Muslim player, and in our faith we must avoid anything related to shirk or idolatry. Some of the “idol”-type elements in the game make it difficult for me and my household to play comfortably. If it were possible for me to replace these objects with neutral or non-religious alternatives through a mod, it would completely solve the issue on my side.
I’m not asking for any changes to the base game unless it is doable for me — only whether modding access exists, and whether it’s possible to safely modify or rename these assets on the client side.
I also want to share that there is a large untapped audience in the Muslim world who avoid certain games due to these elements. Allowing optional mods or offering accessible alternatives could help many more people enjoy the game.
Idols could become energy blocks
If you could point me toward:
1. Whether mods are enabled,
2. Where to modify client-side assets, or
3. Any official guidelines/tools for modding,
I would be very grateful.
Thank you for your time and support.
Best regards,
King Mels
Title: Rotate minion cooldowns (e.g. Blood Golem Sanguine Orbs)
Suggestion: If I have two Blood Golems, they should use their Sanguine Orb cooldown at different times, not at the same time, as with the Hunger node this is a powerful defensive cooldown. Same for Deathchill Golems using Freezing Grasp. I would suggest the same for Skeletal Mages using Necrotic Mortar if the skill did any damage (to avoid firing 5 mortars at the same pack of swarm enemies who will die to the first mortar).
This should be a simple matter of, if there are 2 minions, putting the other minion's cooldown at 50% recharge, if 3, 33%, etc (100%/N). Or N+1 to make them a little more aggressive but still staggered.
Title: Unsealing champion affixes and resealing them
Suggestion: A crafting option or something that can unseal a champion affix so that you are able to use a rune of evolution on that champion affix to make it a Tier 8 champion affix.
Title: Give Earthquake + Aftershock a conversion to cold
Suggestion: Having a cold conversion for both Aftershocks and Earthquake would make so much sense with Shaman and would enable so many more possible good builds. It could be replacing the fire conversion node, which is redundant when using Bhuldar's Wrath or please consider adding either a unique item or an item set that convert both Earthquake and Aftershock
Title: About an upgrade is needed for suggestion channel itself
Suggestion: add "Ctrl+z can give your message beck" to bot reminder after it deleted the message.
title: paid dlc/classes can work If it becomes accessible after some time 
suggestion: diablo has paid expansion and poe2 has early access monetization and what If last epoch offers something in between?
you can make the new content accessible after 1 or 2 months since last epoch seasons last 4 or 5 months
and let's say- you did make the new content accessible, what will you sell rest of the new season? so this is when battle pass comes in- you need to sell limited mtx in my opinion and there can be even mtx shards to buy skins like trading 30 shards for cool body armor skin etc.
I really tried to look at this suggestion for both company and players side but monetization is really difficult and I wouldn't like to be in marketing team lol
title: fashion ladder 
suggestion: this is good for motivating people to buy skins.
anyways, while I was playing Where Winds Meet, elegance points caught my attention. basically, you earn points by dying your hair/clothes and combining them. higher points = more chance to show your character on main page. easy peasy.
title: 2 paradox character ideas (for now) 
suggestion: we can play as a character-
-
that's a minion with only basic attacks. we can't wear gears but we CAN play with one of NPCs these are: sentinel/primalist/mage/acolyte/rogue
NPC auto-attacks and auto-casts spells and we can design that NPC's gears and skills. besides, If our NPC dies in the battle, we die too 😵 -
or we can play as mysterious forge aura that has no flesh and no mana but it can mimic human walking and attacks while having gears and it uses forge potentials for skills instead mana costs. mobs cannot deal damage to you but they can lower your forge potential and If you get 0 forge potential, you die however you can switch gears from your inventory in the battle

title: immersive mtx over a fortnite power rangers from 2000
suggestion: please create some immersive - class associated mtx'es designed by your 2D artist and not outsourced products that look like cheap mobile power ranger armours. 2D design armours of uniques are masterpieces as well as some enemy designs like a guys with 2H stone hammers. Add some enemy armours and weapons - as they are ready and modeled. The stone guys from eterra ruined temple with 2h rock hammers.
upgrade your "Shiny effects" - glow on skulls are poor like maded in 5 sec instead of being quality product. Look for dota 2 deluxe skins with a shiny elements to see how quality skin looks like.
Please: make event with community MTX design and add 3 mtx'es designed by community. We will create better design than these twisted proportions that make no sense
Title: Opposite Gender option. for the classes
Suggestion: I know it’d be a ton of work (at least art wise I’m assuming), but it’d be nice if we could get the opposite gender option for the existing character classes (IE female sentinel/primalist, male thief/necromancer). could potentially even be something offered in the MTX store since it should be just a cosmetic change/option.
title: About quality of life for lens in cof
suggestion:
A thing happened in #askthecommunity 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.
I wish COF have a special inventory to keep lens so I don't need to buy them again and again.
Title: Leviathan Carver struggling
Suggestion: It's slow and lacks competitive multiplicative scaling. Reduce the lp so getting 2lp is easier or scale the stats up to be worthy of the high lpl. This thing is not competing with the likes of Sierpin's Fractal Tree, Apathy's Maw, or Sword Catcher.
Title: Mix-and-Match Portal MTX aka Troglodyte Portals
Suggestion: allow me to mix and match the base, frame and "water" of my portal from the mtx I have available. Sell variants individually and include in supporter packs
Title: New Paradox class
Suggestion: I just hope the new paid class is something we can pick 2 existing class and mix it together just like on grimdawn
title: paradox system idea
suggestion: what If skills were lootable and grindable? so basically, each player will start the game without any skills and as we defeating mobs, we will find new skills and If we have same skills, we can level up those skills by combining them?
Title: New Paradox Class system idea
Suggestion: New classes aren't the best thing to charge for, but since you guys do need a new revenue stream; I think a good compromise would be to charge at first for the paradox classes and have them free later depending on how much work goes into them. Either that or i would prefer charged expansion, to a charged class. But, I'm also someone who buys supporter packs every time i play the game so I might not be the right demographic to ask with that.
title: change axe throw to hammer throw
suggestion: sentinel has a ton of stuff relating to throwing axes at enemies. vortex pennant, smelter’s wrath, even a passive tree node. thing is, these axes are extremely hard to scale and to be honest, just not particularly exciting. all instances of “axe throw” should be replaced by hammers that use the hammer throw skill tree. would be a really cool way to actually make a vortex pennant build fun and strong. maybe limit the number of extra projectiles for indirect uses as a balancing metric?
Title: Permanent Stash Tab Purchases
Suggestion: Would you be open to allowing you to purchase permanent stash tabs in addition to acquiring them via in game currency. I think this would be less controversial than paid classes. When I use COF, it's really annoying to have to try and find gold nodes and the tabs really go up in price.
Title: Guild system
Suggestion: Add a basic guild system to facilitate ease of grouping if nothing else.
Title: death knight army
Suggestion: A unqiue or set items that make it so that cast and exisiting minions turn into death knights so you can have a death knight army
Title: Weaver tree rework
Suggestion: Rework weaver tree into clusters, and increase amount of nodes you can spend into single mechanic. For now, it feels more like "where i can put points so they will be useful with my gameplay" instead of "i want all this but i have no points". As example: Cluster for Nemesis - with (20) points invested - adds second "egg" or changes all rewards to to-be-exalted armours. Cluster for Imprints, Cluster for Favor farming (now you only have single chest) and so on. Any mechanic can be improved.
E.g. POE1 has big atlas tree with "passage" nodes, which affect somewhat global things. Rest nodes split to clusters related to league mechanics.
E.g. TorchlightInfinite and Poe2 has different trees for every mechanic, with different points used in every tree.
Meanwhile LastEpoch is different, tree isnt structured, you can invest multiple points into single node, and some nodes are somewhat chaotically-placed all around (e.g. champion nodes).
title: so checking on le tools website, there are plenty unique items that's used least or used most.
suggestion: adjusting these items will shake the meta and this game needs more items (a lot of, so many items) and I am really looking for a reason to play new and satisfying builds ngl 😂
Title: CoF Quality of Life addition
Suggestion: What if we could “pin” prophecies like quests on the right side of the screen. Maybe up to three so the UI doesn’t get cluttered? That way we could see at a glance how many objectives we’ve already done (like killed 2 of 3 bosses in a monolith or 3 of 6 enemies in The Stolen Lance) and where we should be heading next to chase that sweet, sweet loot.
P.S. if you have any space in the CT program I'd love to join I play this game like it's my job and my bug reports are very detailed with steps on how to reproduce the issue (am a programmer)! ❤️
title: About how to ask for mtx's feedback will more efficient
suggestion:
From @paper jewel
How can they progress to be viable down the line when they do not want (seemingly) to fix the main issue? Because I have not seen even 1 try to remedy the MTX situation. Just a simple survey with "hey guys here are 10 different MTXs/MTX designs; which would you buy?" to gauge who from their team does appealing designs.
That is a good suggestion.
https://forum.lastepoch.com/t/your-cosmetic-feedback-could-shape-what-s-next-in-last-epoch/79970
EHG have asked feedback for mtx, but maybe this question can't help so much for their art team because pictures always better than words when someone asking anything relevant to visual effects. Different people have different definitions for the same thing on art, it's a common thing.
Title: Capybara MTX
Suggestion: Capybara instead of bear, since capybara was a beloved MTX
Title: replace circle of fortune full set drop bonus with imprint
Suggestion: part of the fun of set items is trying to find the last piece. The circle of fortune bonus to make sets more accessible to solo players makes the entire set drop at once, so you don't get that. Now that we have the UI for imprinting, a more interesting option would be to rework that bonus to allow imprinting a set item which boosts drops of that set. This would also avoid skewing the relative rarity of different items within a set. I'm not sure how this would work for set items that drop from bosses, though.
Title: More Lightning typed conversion on Rogue
Suggestion: I would like to see a bit more lightning type damage in their kit. There barely is enough to try out. Maybe something for Multishot, Puncture, Heartseeker, Hail of Arrows and so on. Maybe even throwables like Decoy, Smoke Bomb or Acid Flask.
The same counts for Melee Skills.
Lightning is a farily decent represented damage type when it comes to items, but Rogues barely have conversions in their kit.
Title: Move Krafton/new expansion discussion to a new channel from ask the devs and label it as such
Suggestion: Move any Krafton, expansion discussion out so the ask the devs channel is not clogged up so much that literally the only thing you see is discussion around that topic and not as much about the game itself. Much easier to have pinned messages with the latest information as well
Title: About what I want to see in 1.4
Suggestion: Hi.
- Let damn champions and possessed enemies disappear
- Buff burning daggers marksman build by adding more layers for burning daggers
- More unique wands to make more invocations work, especially plasma orb
- Cut the infinite corruption and scale the difficulty with another finite system
- 2-4 Gorgeous maps about gothic cathedrals in endgame
- Explain the confusing imprint system in a better way with exact examples
- Infinite try for Aborreth before the 1st kill
- Exclusive inventory for lens of cof
Order based on the level of desire from highest to lowest:
2>1>3>6>4>8>7>5
Title: Start adding beta branches for each major release to Steam for offline play
Suggestion: With all the drama over the upcoming changes to monetization, making it clear to players that they can easily keep playing the current version of the game in full offline mode might help assuage fears that the game they love will still be available. Tagging releases as beta branches in Steam makes it easy for players to stick with a particular version.
title: About what MTX I want in 2026
suggestion: Hi.
It's a ghost horse with different elements. The technical issue is how to keep the readability of the model when it's transparent. I want a unusual horse as my companion.
2026 is horse year too.
Follow this logic, not only transparent horse, but also transparent elk/wizards/capybara/ancient birds we can get. Then it can become a new series, transparent totems.
Title: Deathchill and Pyre Golems should have converted attacks
Suggestion: The elemental conversion nodes for Bone Golem should actually convert them fully to the new element. They don't. They add one new skill of the new element, but their maul, retal, and basic attacks are all still physical according to LastEpochtools.com. This is not intuitive since these minions do not have the physical tag, and prevents proper scaling.
Edit: Tooltip says their base attacks ARE converted; please disregard this suggestion.
Title: MG bosses in monolith with mobile merchant to sell your gear to
Suggestion: In the monolith you could encounter a merchant boss if you defeat him you can sell your gear to the winners merchant, the prices would be based on the tiers on it. So a T7 could be 100K and T6 20K each other tier 10K. With a maximum of 3 each encounter.
If you lose the fight you can still sell the gear, to the loser merchant, but you will get just half (or less) T7 50K and T6 10K each other tier 2.5K with a maximum of 2 selling items per encounter.
This cause for some (beginners) it might be difficult to see the right stuff to sell, and even make some ppl stop playing, cause there is no income, and this might help get them going and keep the economy for others also moving as from the selling to the mobile MG merchant could help them buy stuff from the market, and get the economy flowing more, as the real stuff is still sold on the market as they worth more than selling them to a merchant
Title: Clarifications and Quality of Life
Suggestion:
-Currently when creating a character, each Mastery has a special note saying “Mastery Class is chosen during the campaign”. Adding “, but it can be changed at any time” would be a nice clarification for new players.
-It appears that while you can use some of the skills from other Masteries, the skills past the chains cannot be used. Thus, can the chains on each Passives window be extended further down to make that visually obvious? Similarly, can a link or two of the chain be added between those skills in the Skills & Specializations window (varying depending on the Mastery)? Alternatively, if the appropriate skills (Anomaly for example) on the Passives window had “Requires Void Knight Mastery” instead of “Requires Void Knight 30”, and the same was done in the Skill & Specializations window, that would at least makes things less confusing.
-I wish the game would notate the order you spend skill tree points, so if you lose extra levels in a skill (by removing gear), it removes them in reverse spending order instead of simply taking away one of the points from a node with the largest amount.
-There are a few skills that do not currently have DPS amounts (like Abyssal Echoes). Several minion abilities fall into this category and don’t even state the base damage of their attacks either (so it becomes impossible to calculate yourself without using www.lastepochtools.com). Even just adding in the base stats (besides health which is already there) of all minions (like damage for attacks) to their skill description would be very helpful. It was told that it is a feature already underdevelopment, but wanted to add in the bits about the damage of attacks.
Title: Clarifications and Quality of Life 2
Suggestion:
-Similarly, a lot of the skill descriptions could use some updating to increase clarity and reduce doubly listed details (the extra text often just restates the special text next to the icon). The Gladiator's Arsenal node in the Vengeance tree is a good example of this. It would be nice if all of that text information was shown without holding alt, then holding alt only shows underlined skills, ailments, or buffs (as is sometimes done currently).
-Currently, the game describes critical chance as either base, added, or increased, but unless I am misunderstanding the formula, the base and added function exactly the same mathematically (since they are simply added together before being multiplied), so their descriptions could be condensed into one for clarity.
-It would be great if the set affix shards text color, background bar color, or a colored dot was the same green as the set items, so they can be visually found on the list. Similarly, it would be great if the rare/very rare shards (that drop in red) had a red text color, background bar color, or colored dot.
-Please move the location a character appears when arriving at Champions’ Gate away from the Arena, and down to the actual waypoint or door.
Title: Opacity setting for skill effects to improve visual clarity in combat
Suggestion: Add an opacity slider or other option to reduce the visual noise from certain skill effects and minions. I would like to call out the cold conversion of Aura of Decay and the Blood Specters from Sacrifice as particular offenders. I dunno what it is about cold AoD, maybe it's the fact that it's so similar in color to the minimap, but it really gives me a hard time seeing what's happening around my character, especially ground effects under my character's feet. Blood Specters make it hard to see the telegraphing animations for bosses because they float off the ground and swing their axes overhead; making them partially transparent when they're in front of enemies would be ideal, but just having a setting to make them partially transparent all the time would probably be easier to implement.
Title: Nemesis Challenge confirmation
Suggestion: If a Nemesis hasn't been empowered 3x and I click the Challenge button, it should pop up a confirmation window if I'm sure
Title: Decoy Rework
Suggestion: Decoy's current duration is way too short, which essentially makes the skill into a glorified Acid Flask with extra hassle while its intended function suffers greatly. The suggestion would be:
- Increase the decoy's duration significantly
- Make the taunt an AoE pulse with baseline effect duration
- Make said pulse go off once upon decoy's deployment and add a chance to trigger additional pulses with delays in-between based on the skill user's actions in the decoy's vicinity
- Taunt trigger chance, delay between pulses, taunt duration, decoy duration, and taunt pulse radius should be modifiable through the skill's tree
- All damage conversions available for the skill should be full-swing (meaning, including ailments)
title: we need some progression goals and rewards (SO IMPORTANT) ⭐ ⭐ ⭐
suggestion: imagine what If running monos and corruptions was rewarding? more people would play the game 100%
let's say-
If 1st achievement of Season 4 was killing Aberroth and the reward was some mtx, wouln't you be excited for going and killing Aberroth?
and this is just one example. imagine what If we had 30 achievements or goals in the season 4? wouldn't this also be helping to players who wants to play the season but bored because of doing same things over and over? you can even make an achievement for killing 10 aberroths instead 1 but please don't overdo it, people will hate it so use different achievements like-
Complete Temporal Sanctum Dungeon,
Unlock weaver tree etc.
I guarantee you this is better than having no goal and more reason to play the game longer than usual
also thanks to Eagles for helping on this suggestion ❤️
title: About steam point shop items
suggestion: Why not put the coolest art EHG created for the game in the shop to sell by steam points? profile, mini profile, profile frames, emotes. By the way, trading cards are cool too.
Title: Seasonal Model Change Suggestions
Suggestion: Drop seasonal content and focus fully on expansions instead I do rather playing an expansion level content to completion than a seasonal mechanic I might spend a few days to a week on and then be done with the game. Especially with the wait times between seasons why not just put that focus on expansion level content. A bunch of new chapters, new locations, new class, new items and expanded endgame sounds far more appealing to me.
Title: Auto Equip MTX Sets
Suggestion: For example the crystal weave plate armor instead of me clicking each one to equip have a button or option to automatically equip all associated mtx to it. just a small qol
Title: New blessing system
Suggestion: Each Mono has its own small passive tree instead of single blessing. Bunch of small generic nodes and few major/unique effects. Player gets X ammount of attunement points and each attunement point multiplies the bonuses from specific tree.
Title: Servers for Russian players
Suggestion: Hello dear developers, I really like your game, because I am a big fan of ARPG games, I did not like PoE or other analogues, but now neither I nor my friends can play Last Epoch normally due to the fact that our vile government blocks access to Amazon servers. More than anything, I dream of leaving here, but now I can't do this and I can't influence the government of my country in any way, I'm a simple IT specialist and all I wanted was to play games, but in my vile country they don't give me the opportunity to do this, I really ask you to do something from your side if possible. I tracked which IP the game is trying to connect to during login, 2/4 are blocked, because these are amazon servers (Europe, west)
20.42.183.39 - Not blocked
20.61.97.29 - Not blocked
52.29.247.237 (ec2-52-29-247-237.eu-central-1.compute.amazonaws.com) - Blocked
3.65.55.155 (ec2-3-65-55-155.eu-central-1.compute.amazonaws.com) - Blocked
I understand that I may be asking too much, but I am sincerely sure that what is happening now should not concern people who just love games and in no way can affect the fact that they cannot play them.
Title: Reset Option
Suggestion: Instead of having just a plain eco reset midseason like there had been some conversations about after today's roadmap...having like an option build competition(builds must use Titan Heart body armor) with a random unique or class or something might be a little more community oriented. Having some rewards along with it, even something small like a title.
Title: Arena Roguelike Revamp
Suggestion: Have arena turned into a sort of "rogue-like" mini battle system, where you get increasing levels of danger (like we do currently) but with additional powers/rewards. So something like when you complete 5 waves instead of getting a chest you get "Cast X skill with Y skill modifier every Z seconds, but your armor is reduced by 10%" (just as an initial example)
And then have players see how far they can go before cashing out. If they fail, they still get rewards but obviously lesser, but it could make it more interesting and useful and breath life into the arena (and make arena keys useful again)
Title: Mid Season Reset
Suggestion: self explanatory, others are asking for it. Make a poll in forums if you like, surely it's low investment from dev perspective and will give something for people to do over Christmas.
No actual changes needed, but would be nice to have some sort of mini event or loot buff or something, double favour/rep gain maybe.
Title: Soul Furnaces
Suggestion: Make Soul Furnaces visible (as currently only their attacks are visible). 🙏 (Yes I reported this in game as a bug, but was unable to capture screenshots at the appropriate time.)
Title: Beastmaster Spell Minions
Suggestion: By making the Beastmaster "You and your minions deal 50% increased melee damage" trait to general damage instead of just melee and changing "Scheme of the Architect" to affect all minions instead of only totems and crows, spell minions would be better than they are currently and probably closer to melee minions in terms of viability
Title: improved visibility for possessed ground effects
Suggestion: Tired of dying to standing in possessed mob attacks that I can't see. Please add particles to these attacks that are rendered on top of everything else, so that I can see them even if a wall or twenty blood specters are in the way.
Title: Better telegraph rift beasts charge attacks
Suggestion: Add an indicator on the ground for the rift beast charge attack. It has enough range for them to use it while at the edge of or off the screen, making it almost impossible to react to. This is especially painful for the woven echoes where you fight randomly evolved rift beasts so you have to assume they can charge until proven otherwise. And those echoes also lack the normal spawn animation allowing you to predict the timing and adjust position. They have other attacks that could also use indicators, the charge is just the most egregious since it has so much range.
Title: Limitations in corrupting your items
Suggestion: Dont give us a limit by equipping maybe only one corrupted item at the same time like you did with the primordial exalted items and uniques, i beg you, otherwise this will kill our motivation to grind even better gear!
Title: Gunfire Reborn Crossover
Suggestion: Add Gunfire Reborn mastery / crossover classes into the game. I will pay. My body is ready.
Title: Clarify Description of "Woven Riches"
Suggestion: Currently it only says "Rarer Woven Echoes have lower chance to spawn"
Add line which shows chances of socketed echo to be generated, and clearly tell if socketed echo cannot be spawned thru this node.
When low tier echo like Beacon is socketed, it appears relatively frequently, yet i havent seen single Rune Prison Complex when i put it there (because i had only one). Feels like some specific echoes wont be generated at all there, making node fully useless without you knowing that. I havent tested ubberoth echo as example, but im pretty sure it also wont work there.
Title: Fireball doesn't do damage
Suggestion: Do a pass on fireball's nodes to give it more multipliers because proc'ing it for spellblade is nice but the skill doesn't do damage, be it with crits, no crits or dots. The skill is just lacking and I can say this as I tried it a lot and is just underperforming.
Title: A codeable "sort entire stash by:" feature
Suggestion: If ever you guys were going to introduce an MTX, please god let it be this one. the more complexity, the better, almost like being able to program a loot filter that resorts your entire stash (or just checked stash tabs) and if there is that "selected tabs" feature, PLEASE ADD A CONFIRMATION POP UP THAT EXPLICITLY SAYS "You are about to sort tabs x,y,z with the chosen logic, are you sure?"
Title: Ask for an extra confirmation at nemesis
Suggestion: As the title say, to make sure people don't misclick and lose their item, maybe make a confirmation that could be toggled off or not for nemesis.
Title: Ask for an extra confirmation at nemesis addition
Suggestion: Can be made as toggle with 3 states, somewhere on screen but far enough from "Banish" button
- Skip - on click "banish" button not gives comfirmation window
- Ask - on click "banish" button gives confirmation window
- Block - "banish" button cannot be pressed unless you change toggle
Title: Export for stash tab configuration
Suggestion: Make it possible to export (e. g. export string) to set up everything(color, name, affinity, grouping) with one click. To avoid issues when having a mismatch in the number of stash tabs (10 exported and only 8 currently in possession) add a pop up such as "Importing this stash setup requires 2 more stash tabs for a total of 400.000 Gold, do you want to proceed?"
It may also be helpful to allow users to choose what to export instead of exporting everything by default. This way players are not forced to either skip the import or have the required funds. They could perform a partial import early on and then complete the full import once they have more gold
Title: About why I want to see what I want to see in 1.4 (part 1)
Suggestion: Hi.
Why I think imprint system is confusing?
Similar items is the key. In the current game, nothing can show which item is imprinted one. Players can guess which one is imprinted by matching the implicits and affixes only.
Use a 1lp red ring and an exalted primalist helmet, Ancestral Crown with xxx fp for the example. Let's assume they're what I imprinting.
Unique item part
For lp
If I get a red ring with 1lp again but better affix range, do it count as imprinted?
If I get a red ring with 1lp again but worse affix range, do it count as imprinted?
If I get a red ring with 1lp again but better affix range, do it count as imprinted?
If I get a red ring with 2lp again but worse affix range, do it count as imprinted?
For sub type
If I get a Penumbra with 0lp, do it count as imprinted?
If I get a Quicksilver Coil with 3lp, do it count as imprinted?
For rarity
If I get a red ring, it's the most rare one already. So I can get more common ones in most of cases. Why I want to get the more common one? Anyways to promise the imprinted ring be the most rare one consistently? If there's one, which pay do I must give?
Title: About why I want to see what I want to see in 1.4 (part 2)
Suggestion: Hi.
Why I think imprint system is confusing?
Similar items is the key. In the current game, nothing can show which item is imprinted one. Players can guess which one is imprinted by matching the implicits and affixes only.
Use a 1lp red ring and an exalted primalist helmet, Ancestral Crown with xxx fp for the example. Let's assume they're what I imprinting.
Exalted item part
For fp (the original one can 0fp, 20fp, 50fp. The actual game is much more complex of course)
0fp - If I get an imprinted exalted primalist item with a few fp, how much lp it suppose to have?
20fp - If I get an imprinted exalted primalist item with a few fp, how much lp it suppose to have?
50fp - If I get an imprinted exalted primalist item with a few fp, how much lp it suppose to have?
What the rule of how to decide the range? What the exact range are they?
For sub type
If I get an exalted Meruna Helm with a t7 affix, do it count as imprinted?
If I get an exalted Tusked Greathelm with 2 t6 affix, do it count as imprinted?
For affixes
If I get an exalted Meruna Helm with a t7 affix but the affix is different from any affixes on the original one, do it count as imprinted?
If I get an exalted Ancestral Crown with 2 t6 affix but one of them is different from any affixes on the original one, do it count as imprinted?
If I get an exalted Ancestral Crown with 1 t7 affix which the same with one of affixes on the original one but 3 affixes in total, do it count as imprinted?
Title: Mid Season Reset with an Event
Suggestion: I think since we still have a while before season 4 (which is totally ok with how much content we are getting!) the community would benefit from a mid season reset with a small event! Something as simple as extra loot lizards or putting in a new unique that we have to find or something like that would be huge and help bring attention to the game again!
Title: Seasonal challenges
Suggestion: Add seasonal challenges like in Path of Exile, with end-game and grinding goals, which rewards some cosmetic items. I miss a long term motivation that tags along as i progress in a season.
Title: Fire Raptors into Poison Raptors
Suggestion: At this point Fire Raptors were very weak due to lack of passives in beast master tree to support the damage of fire raptors so I'll suggest a poison raptors with corrosive breathe and poison per hit
Title: Minion Conversion to include converting attribute scaling
Suggestion: In cases like the Spriggan conversion to fire, it'd be nice to see additions like converting the attribute scaling as well. I imagine a person doing Fire Spriggan would want to lean more into damage rather than the inherit utility. Could convert the healing effect granted by attunement to fire penetration as it's a limited stat on minions or maybe even some ignite chance.
Title: Between Season 3 & 4 Economy Reset
Suggestion: We've been in Season 3 for 3.5 months & the wait for Season 4 is another 3.5 months. I think the game could really benefit from a mid-season economy reset, similar to the 1.1 Imperial Uprising event. Obviously, some small event mechanic like the empowered undead mobs would be appreciated, but is ultimately unnecessary. Just the economy reset (and maybe a colossal nerf to Thicket of Blinding Light) would be plenty.
Title: Item Filter for affix value rolls within an affix tier
Suggestion: Would be nice if it was possible to customise affix condition filter advanced options to also instruct to look for high value rolls within a specific affix tier (at least for idols please).
e.g. attached image with a crude example
Title: Customizable Filter Sounds
Suggestion: as the Title said, I want to be able to insert Custom Sound for Filter drops. Adding new sound is nice, but I’d really like to assign my own audio—for example, having my LP3 drops play Daki’s iconic scream: “ONII-CHAAAAAAN!!!”
Title: Set Item Affix's
Suggestion: I think you guys should add the ability for set item affix's to be used on the equipment slot that they do not coincide with. It would add a ton of build variety, and as they are currently rarely used in their current iteration, could be a way to not let them fade in to irrelevance.
Title: Improve communication channels
Suggestion: I wish the communication was also done on steam for the important things, 90% of people don't dig in discord/ reddit, just no lifers like us, but for rest of the playerbase, they will hear nothing aside from the streamers covering an uproar. Steam is the biggest platform the game is on and people are not super passionate about the game are not going to check your reddit/discord/ forum when they are bombarded by 5 other ARPGs on discord.
I forgot about the game myself until I heard dr3ad quitting LE, so theres that. You want to be the first source of information for players, not the last.
Title: Were-Cat Unique Item
Suggestion: A unique items that changes bear form to cat form, maybe additional bleed effect for swipe and pounce for leap. I am making this suggestion only for visuality not for functionality. I need to fill character limit now thats why i am typing this part, sorry for wasting your time. Picture for reference.
Title: Set Items - Awakened Hidden Power
Suggestion: Have set items be able to add hidden powers (via leveling or slaying X amount of monsters) associated to what they do. Hidden powers could be special affixes you cant get any where else or the set bonus gets better! Can call it Awakened "insert set item name"
Ex. Awakened Vilatria's Downfall
- Deal 1% more lightning damage per 1 intelligence
- Meteor is tri elemental
This makes it so that set items have more depth to either breaking down or using it all the time.
Title: voice change for druid transform
suggestion: I think it would be cool if the voices change when you transformed with druid maybe the bug could be high pitch and bear could be a deep voice and tree could talk slow and ent like ie from lotr
Title: standing in fire HUD effect
Suggestion: In some games (e.g. Hades 2), when standing in a damaging ground effect (e.g. fire), the edges of the screen get a flame effect, to help make it clear that you're in a damaging ground effect and should move. That would be especially nice to have for some of the possessed mob abilities, as those abilities are most often encountered inside Tombs and Cemeteries, where the walls partially obscure some of the floor that can have damaging effects.
Title: level up effect
Suggestion: pretty straightforward. Mtx or something that can be earnable in game
Title: Hideout building
Suggestion: Its always fun to "world build", why not have a little endgame minigame where you are actually building a town ? The End of Time could be a cool place to build, and it could be filled with various meta-progression "buildings". Sort of how many roguelite games do it.
title: for a loot filter rule
suggestion: It would be really nice to have a loot filter option for "Affixes I have less than X shards for" to help build up the crafting supplies of rarer affixes without micro-managing it all
from: Sabetwolf
Title: bells and whistles for faction level ups
Suggestion: Gaining a level with a faction is kind of a big deal. It would be nice if the game made a big deal about it, with the same sort of visual and audio celebration as gaining a character level. Or at least a chat notification, so I know it's time to go back and socket a new lens or browse the newly unlocked Woven Echoes for sale. You can just recolor the effects from leveling up the character, maybe put a filter on the 'ding' sound so it's not identical, I don't think it needs to be a big deal. It doesn't even need to be a different color for each faction though that would be nice (though maybe that doesn't scale well).
Title: make loot lizards and popped cocoon audio less similar
Suggestion: I don't know why the loot lizard sound and the sound of a spirit popping out of a cocoon to go possess someone sound so similar. Are they literally the same noise? They might be. Please make them less similar so I can tell them apart. I don't need the hindbrain-grabbing loot lizard noise triggering falsely every 5 seconds in Tomb echoes. It cheapens the loot lizard prey acquisition rush.
Title: give spellblade more access to ward on kill, to complement their ward-on-hit mechanics
Suggestion: Spellblade builds can feel a little squishy during clear as you spend more time running than hitting things, which means the ward gen on hit theme doesn't work well. Making ward on kill available to spellblade through the passive tree would counterbalance that a bit, as the gearing options are somewhat limited. It could grant ward only for melee-range kills if generic ward on kill would muddle themes between mage and acolyte too much.
Title: Mid-Season event idea - Last Epoch Reversi
Suggestion: New characters are max level, lose xp every time you die, monsters in the campaign and unempowere timelines have some % more damage and health
Title: Mid-Season event idea - Last Epoch Death Run
Suggestion: New characters are max level, lose xp every second (including in menus). At 0XP, your character is archived and a summary of your run is displayed for sharing with friends (or rivals)
Title: Controversial Micro transaction options
Suggestion: Add the ability to buy 5 tabs for like 4.99, but the tabs are PERMANENTLY unlocked a crossed all characters (still able to buy tabs in game, but this will let you keep a permanent set amount unlocked for when you start a new character.
More pets! also add functionality for pets to collect gold (if they don't already do that)
Title: Character archiving or extra slots.
Suggestion: Add either a way to archive online characters, or sell extra character slots for alt-aholics who grow too attached to their characters.
Title: Demo/Playable Weekend Option
Suggestion: Can you let people try out the game for a weekend or 2 or maybe get a basic demo of the game for people to try. With the review bomb, it's going to be hard to get people to even take a look since you have to commit enough to buy the game so having a demo or event to take a look for free would go a long way
title: potions and more items like elecoe's abandon
suggestion: we have some items from benefiting by potions but they don't feel unique like elecoe's abandon. especially belts, for example, Ward gained on potion use modifier is kinda meh compared to other belts you can use.
Title: Unique - Freeze and Stun
Suggestion: Make a unique or primordial that would have enemies count as being frozen or stunned (if stunned/freezed recently).
This way builds can use frozen and stun nodes that otherwise won't be used.
Title: Druid - Replace skills on your hotbar
Suggestion: Have the option to change druid only skills to a select few skills on your hotbar, for example replacing transforming back to human with Upheaval, Summons, Maelstrom.
Title: Resonances shouldn't drop on the ground
Suggestion: Resonances should go straight into your stash instead of dropping. Since especially when it comes to the obsidians if you don't spot when it drops it can mean that you simply can't gift an item with someone you've played more than enough time with. The system is there so you can gift items with someone you play a lot even if it drops when they're not there, it shouldn't require extra steps, even if they're as small as seeing and picking up an item to work.
For context when I raced with 3 others to level 100 back in season 2 we played together for 30 hours straight and by the end I only had 2 obisidian resonances, one each for two party members and 0 for the third, since I persumably didn't spot it while we were moving through echoes quickly.
Title: Add more enemy icons to the minimap
Suggestion: i noticed that certain enemies do not have icons on the minimap, would it be possible to add icons for them? for example, rift beasts and shades of orobyss do not appear on the minimap when they spawn. i think it would be a lot easier to keep track of them if they had icons. Champions, Bosses and Exiled Mages have icons on the minimap, but not Rift Beasts and Shades of Orobyss for some reason.
Personally, i usually look at the minimap and sometimes i fail to see a shade or rift beast. I was wondering why there was a black void ball on the ground earlier and after some random clicking, killed the Shade because it had no icon on the minimap and i couldnt see it with all special effects and other stuff flying around.
Title: Give shop currency to players who gift the game to others
Suggestion: I want to see this game succeed. The devs have said that the reason they need to push paid content is because it isn't making it on the current model. This suggestion aims to solves a few issues at the same time so that LE has a fighting chance going forward:
- Expand the install base to get more people into the economy. This will have a contagious effect when paired with increased content creator participation and deeper community-guided resources for newer players.
- Whether sales come from the game directly or MTX, sales are sales and that's what the game needs right now.
- By awarding shop currency for gifting the game, it gives added value to players who may be on the fence about buying points or not. Now it feels like it's worth it even if the MTX itself isn't 100% "worth it" on its own.
- This could potentially give EHG an "out" on the paid DLC (classes especially) to restore player trust and good will, undoing the perceived damage that a certain untimely, unfortunate, and unmitigated announcement has caused.
Title: About how to polish the way to build defense for warlock
Suggestion:
You can block anything that Hits, so not Damage Over Time by default as DoTs don't hit.
Unless you have an item or passive that says otherwise. For example the Unique Shield Countenance of Majasa https://www.lastepochtools.com/db/items/UAwRgzALCJA allows you to use a portion of your Block Effectiveness to reduce DoT damage.
Petrify is a stun, preventing all movement and action."
That's pretty cool if warlock have a build to use that... It will improve the defense a lot. Or...Change an angle, why stack necrotic resistance can improve offense only?
Use that as part of defense like more armour/more armour migrate to dot is cooler a lot and it's what a unique shield for casters can do. One of reasons of casters are glass common in endgame are they lack of armour to block hit so it'll polish their defense a lot.
Shields for sentinel only in current game...It's boring if shield is sentinel exclusive 🤔
Title: I'll buy DLC if you add a proper campaign skip
Suggestion: I'm done doing the campaign + you get money and make more players happy. Win/Win
Title: Instant NPC Dialogue Text Display Option
Suggestion: 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?
Title: Option to skip Aberroth cutscenes
Suggestion: Please add an option to skip Aberroth cutscenes after killing him once, same as how you can enter the monoliths if you have already done that on another character with access to the same shared stash. It currently takes a very long time to farm Aberroth since you need to wait for the cutscenes to play.
By "cutscenes" i am referring to waiting for the NPCs to warp in, for the harbingers to warp in, for Aberroth to finish talking, for Aberroth to walk down the steps, etc. There is no need to make the player watch this every single time.
Title: Improve Farsight Turtle QOL
Suggestion: Right now, its very time consuming to reroll via the turtle because of the amount of time needed to manually drag items to the turtle box, the small amount of space available in the box, and the amount of time it takes to manually remove the lp0 items from the box. This is not very good design IMHO, as you dont want players to spend a lot of time dragging items manually into and out of the box.
Some simple ways to improve it would be:
-
Allow shift+right click to move items from the stash into the box. Right now, shift+right click does nothing in the screenshot (stash + box open).
-
Make the box larger so it can accept more items in one go.
-
Allow a faster way of removing lp0 items from the box after the reroll fails. I suggest a hotkey to drop all lp0 items from the box onto the floor, instantly emptying it for use again.
-
Adding onto the above, perhaps a hotkey to add all lp1+ items from a stash tab into the box would be possible? This would dramatically increase the speed of putting items into the box and taking them out. Players would open a stash tab, press a hotkey to add all lp1+ items to the box, reroll, then press another hotkey to drop all lp0 items onto the floor, rinse and repeat till they run out of lp1+ items to reroll. This would make it very convenient to use and wouldnt change the actual reroll rates in any way.
Title: Please let players skip phase two of Lagon (timeline boss version)
Suggestion: Lagon is the only timeline boss that cannot be killed quickly as he has a mechanic that prevents him from dying in phase one. Players with sufficient DPS can drop him to 0% hp in phase one, and then they need to be teleported to fight the tentacles in phase two. But anyone with sufficient DPS to drop Lagon to 0% hp in phase one can easily clear the fight anyway, so phase two serves no purpose except to drag the fight out. He is the most time consuming timeline boss to farm because of this mechanic...all other timeline bosses can be killed with sufficient DPS before they trigger the other phases.
Just change the fight so he dies at 0% hp in phase one, ending the fight or skipping to the harbinger phase. This would also solve all the bugs that occur when Lagon's HP drops too quickly in phase one, such as Lagon dying to DOTs at the end of phase two before you can be teleported back up for phase three, or the player not being teleported down for phase two and being stuck at the top platform.
I mean, the fight is cool during the campaign, sure, but players really shouldnt need to go through the entire fight sequence to farm a timeline boss they could kill in 3 seconds otherwise.
Title: Restore players to full hp/ward/mana when entering an echo or new map (QOL)
Suggestion: This problem mainly occurs when running something like Reaper Form (RF). In RF, your HP constantly gets drained and you are supposed to use leech to stay in RF. This isnt a problem in regular play, but there's an annoying situation where you finish an echo and start a new one before RF expires in the waiting room.
When this happens, you enter the new echo at very low hp, so you get kicked out of RF the moment the invulnerability grace period ends, which is a few seconds. And then you have to wait for the cooldown before entering RF again.
It's kind of like how exiting an echo did not remove all ailments/debuffs in an earlier version, so you could actually die to ailments after exiting an echo. It wasn't a big deal, but it was annoying, and at some point it was changed so that exiting an echo would remove all ailments and debuffs on the player.
I think it would be a simple QOL change if players were restored to full hp/ward/mana when entering a new echo or map.
Edit: I also think cooldown recovery timers should be reset when entering a new map, as otherwise you are kicked out of RF in the waiting room, then enter the echo and have to wait for RF to become usable again which is very awkward.
Title: Make loot lizards spawn first from caches (QOL)
Suggestion: When loot lizards spawn from caches, they always seem to spawn as the last item possible. This is annoying because players have to sit around and wait for up to 2 seconds for all items to drop from the chest before the loot lizard can spawn.
You can test this in "vault of the barnacle king" or "unclaimed troves". Take all of the weaver nodes that add items when you open a cache, and start opening caches. Loot lizards always spawn as the last item and the player has to sit around and wait for them to spawn, which breaks up the gameplay flow (of zooming around the map killing mobs).
Making loot lizards spawn first from the cache would drastically improve QOL as players would not need to sit around waiting for it to spawn, they could open the chest, start fighting the lizard that spawns immediately, and move on. Instead of just sitting around for 1-2 seconds waiting for it to spawn.
Waiting 1-2 seconds for it to spawn is particularly annoying if you are using Reaper Form, since your HP is constantly drained while you are waiting for the lizard to spawn.
Title: empowered monoliths
Suggestion: generally speaking, once i get a character into empowered monoliths i rarely/never go back to regular monoliths. a check box in settings which makes empowered the default once it's unlocked for a character would save me having to make that selection every time i go to a new timeline
Title: Making overpriced old listings viable to buy for more people later on in season
Suggestion: At the moment Merchant's Guild market looks like that: a listing created let's say 90 days ago when economy was much different is listed at a certain price. 90 days later the economy switches, gold gains much more value making those items pretty much impossible or extremely hard to buy, even while being active it might take up to a few weeks of farming since sales really slow down. My suggestion is using a method called Dutch Auction where the overpriced items, at a certain time threshold when it's almost 100% sure the player who listed an item won't be playing anymore, slowly start becoming cheaper, that way it can actually be possible for people who start the season late to buy stuff they otherwise wouldn't be even able to get their hands on.
Title: Beastmaster Summon Scorpion skill tags
Suggestion: Add the poison tag to the Summon Scorpion skill, given that poison (along with physical) are their default damage types
Title: Symbols of Hope Regain Rate improvements
Suggestion: Buff sources of the stat
Three sources:
(1) Idols
(2) Orians Rings
(3) Symbols of Hope refresh note in passive tree
(1) Idols
I would like to see the huge 1x4 idols which can have 10% - 28% of smybols of hope refresh rate get buffed.
If you maximaize 2 idols, you get up to 56% refresh rate via two idols.
An affix range of 20-60% on a single idol could be cool, giving you the potential of a 120% regain rate increase.
(2)Ring - Orian's Sun Seal
https://www.lastepochtools.com/db/items/UAzAsGZWI
(20% to 40%) Increased Symbol Gain Rate on the ring.
I would like to see this buffed by 50%, bringing it to 30% to 60% Increased Symbol Gain Rate.
(3) Symbols of Hope refresh note in passive tree
The "Holy Revelation" note gives 15% regain rate per point, as a 3-point note, totalling up to 45% regain rate.
I don't know if this one really needs a buff or so, because there are other possible sources for this stat, but the 15% could be a 20% or so, making it a bit stronger.
Why all this?
If you want to play with Devine Flares as a Paladin as one of the main damage source, you have too much cooldown to have all the symbols up again for it.
"Divine Flare" consumes the symbols and releases a holy nova ish skill. The Divine Flare note comes with a 80% cooldown recovery for "Symbols of Hope" and stacking the number of symbols of hope barely give you anything sadly, because even with maxed idols (56%) AND TWO RINGS (80%), which is a high investment on its own and the passive notes for the Symbols, you do not gain the symbols quick enough to maximize the potential of the Devine Flare ability and further scaling nodes.
The "Waves of Light" note for the Divine Flare, left sided, giving you a recast chance depending on the amount of Symbols you have while hitting rares/bosses implements clunk into the mechanic with the current values.
As for bossing with a Paladin you cannot regain symbols fast enough to play around this high invest mechanic. With 4 points maxed, and 5 Smybols active, you always tripple your Divine Flares, BUT with a delay, because the symbols aren't up quick enough. You always have to wait a second to cast it again with full potential. I think the Waves of Light note, should see an increase aswell, like 20% recast chance per point per Symbol, up from 10%, maxing up to 80% recast chance per active symbol, bringing it to 400% recast chance, ergo 5x the Divine Flare..
VOID KNIGHTS and their echo chance....
The void knights echo chance gives a 40% increase to "re-use" everything, if heavily invested... you actually gain more per point invested without the need to wield 2 rings and/or to use the regain rate idols, because the Void Knight will just use damage anyway, because he already multystrikes/casts enough.
With the changes above i would like to see the Paladin's bossing ability improved to open more build options if you want to heavily invest into it.
Will it buff the voidknight? Yes, ofc, the void knight itself makes balancing very hard, but other specs shouldn't suffer from it.
You could add a 10% echo penalty to the Divine Flare note, if the skill is converted to void via "Symbols of Despair", but i don't wanna call for nerfs too loud...
Divine Flare looks very interesting, but feels a bit unrewarding due to wrong numbers.
SRY for the long text... 🙂 ✌️
Title: qol for forge guard
Suggestion:
- give forge guard mana generation node to makw forge strike and smelter wrath better
- Unique that interact with its skill beside forge weapon
- Skill node overhaul
- More sinergy on its skill
Title: Forge Guard (1/2)
Suggestion:
Manifest Armor - Simply attacks too slowly and in too small an area to be functional without Manifest Inspiration attacks. Needs to attack in a larger area, have more reflect support, gain counterattack-on-block effects, or similar to actually get work done.
Ring of Shields - The buffs granted by Touched by Fire, Defensive Shields, ect should persist as long as the shields do, not fall off after 4 second of their 10-16 second lifetime. Additionally, the shields really need additional reflect or counterattack-on-block support to supplement their offense.
Smelther's Wrath - I don't really have detailed suggestions for this one because the skill is simply bad; its far too slow and annoying to use for the returns and needs a more in-depth rework.
Title: Forge Guard (2/2)
Suggestion: Forge Strike - Reliant on the Molten Infusion buff from Void Cleave's Molten Blades/Scorching Path nodes. The 2h sword/axe requirement precludes the use of the dedicated Sunforge set and requires the build to accept the penalties from Forgemaster's Might for shield survivability. Additionally, the short duration of the Molten Infusion buff and long cooldown on Void Cleave requires cooldown resets from Lunge's Ready or Not node, which lacks the usual chance-on-rare/boss-hit clause that makes similar effects functional when bossing. Finally, the positioning and targeting requirements for Scorching Path are extremely obnoxious.
2h Passives - The entire 2h crit spec is underwhelming, consisting only of very basic rate/multiplier up nodes with no on-crit effects to support FG's minion-centric playstyle, nor their common DoT effects, nor any on-crit survivability effects like other specs enjoy.
Bad Defensive Passives - FG has several bad defensive passives (Guardian, Rallying Block, Iron Attunement, Iron Reflexes, Infinite Bulwark) and little in the way of the strong defensive passives Void Knight and Paladin enjoy.
Title: forge guard interaction with harmony of the first primordial spear
Suggestion: harmony of the first passive that increase weapon stats based on how many magic gear you equip should be applicabe on:
- forge weapon
- manifest armor, titan sword node
- rive, foe clever node
this will give another viability on the class and maybe make a build that glass canon
Title: Apply Item Filter Colors Inside Inventory
Suggestion: When running maps, we often pick up many items for different purposes. Thanks to the item filter, it’s easy to identify them on the ground by color, for example, green items for shattering, gold items for our build, purple items for Legendary Potential, etc.
However, once all these items are inside the inventory, the filter colors are no longer visible. This makes it difficult to quickly identify which item is meant for shattering, which one is for my build, or which ones I want to save for future legendary crafting.
Currently, my workaround when I return to town is to drop all items on the ground again just to identify them by color and then pick them up accordingly. This feels unintuitive and breaks the gameplay flow.
Maybe allow item filter colors (or an optional visual indicator) to be displayed in the inventory as well.
Title: New armor or weapon set for picaro archer variant
Suggestion: I think that just like the Primalist and the Mage have armor and weapon sets, it would be great if the Rogue with the Archer version also had its own set, for example, for the Heartseeker build I've been using. It hits really hard, but it's missing something to boost that damage, because compared to other builds and classes, it seems a bit weak.
Title: Lore/easter eggs for new features/classes
Suggestion: It would be super cool to solve a lore easter egg puzzle that hints at a new class or feature being added to the game. Some more lore building for us lore nerds and a teaser for new things!
For example: could be a time travel puzzle that takes you to different timelines. Divine era for lore on the original take on a new class. Imperial for lore on an undead version. Ruined era for lore on a void corrupted version.
Title: Suggestion to bring back regular Idols in builds
Suggestion: As it is in the game now, builds mostly use weaver idols, becuase they are just stronger than regular idols. We also have Omen Idols coming(but we have no idea what they are yet).
Why not make regular idols have three affixes? The overall values shouldn't overshadow weaver idols, but pull regular idols back to weaver idols total value. Then at least the players will have a choice if they want to use regular idols that have more general use in builds, and if you want something more specific, you use weavers idols. Then you would see builds with Class, Omen, Regular and Weaver idols used and regular idols wouldn't be just a stepping stone.
Title: Silvafrond vines teleport animation
Suggestion: when you teleport with silvafrond the camera just jumps instantly from point A to point B, making the game feel buggy or unfinished.
e.g. you could instead move the camera over from A to B over the duration of the vines cast time.
Title: More features added to Cemeteries/Tomb mechanic.
Suggestion: After spending some time with the woven mechanic & cemeteries, will we see more added in terms of features to add more depth to it? I'm really enjoying it a lot but feel like the cemeteries just need something extra for value.
I do like being able to buff my idols but will there be other methods added for other pieces of equipment in the future?
Title: buff Soulfire Bastion soul gambler rewards
Suggestion: Given the existence of woven echos that mimic the Soulfire Bastion dungeon's reward structure (itself not a particularly efficient form of looting) and the boss drops from Cremorus/unique gambling drops from the dungeon being generally niche, the dungeon is in need of improved rewards. I suggest that the rewards be buffed as follows.
---Tier 1+: All non-legendary items gambled have a random (but sizable) amount of additional forging potential scaled to the tier of the dungeon.
---Tier 2: Exalted items gambled have a reasonable chance (15%?) of being "jackpots", which have a guaranteed t6 sealed affix.
---Tier 3: "Jackpot" exalted items have an guaranteed additional non-sealed t6 affix.
---Tier 4: The jackpot exalted affixes become t7.
I feel that these improvements fit the theme of the dungeon being a sort of forge, improve non-legendary gearing alternatives, and help provide better bases for the rune of evolution.
Title: **About how to power marksman up
Title: Lethal Mirage facelift
Suggestion: Add a passive component to the skill which would occasionally add a mirage to a recently-used skill and generate attacks-per-active-skill-use to Lethal Mirage itself at every such occurrence, up to a certain limit. Would promote actual investment into the skill.
Title: a cooking system could be fun as a seasonal/core mechanic
Suggestion: Overall, let the player gather materials that turn into food and can be consumed for buffs
- Classes would start with cooking knowledge based on where their from (ie: sentinel starts with solarium cooking) and as your general knowledge of cooking increases, you unlock more recipes from your character's background (these would give class specific buffs)
- Non-class recipes can be learned from NPCs during the campaign, finding recipes in monos and specific woven echos (like the brew master echo could drop a unique recipe to it) These would give more generic/general buffs that any class would like
- Each mono timeline could have its own collection of food recipes based on what materials can be found in said timeline
- Food buffs would last a specific number of zones/echos as to help keep it fair between fast and slow builds. A buff timer would be bad as that would heavily encourage builds that go fast fast fast
- Cooking stations would need to be added to towns and the island after each echo or a cooking menu like the forge menu would need to be added
- Goat bro could be included in this as he's a hunter and I could see him enjoying cooking as well
- Growing Tree Friend in the end of time could also play into this as a small farm for ingredients
Title: uniques which affect idol slot configuration
Suggestion: one or more uniques which change the idol slot configuration in some way
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Title: enhanced idol slots
Suggestion: separate from allowing or blocking idol usage in a slot, provide "enhanced" or "empowered" slots which provide modifiers on equipped idols which touch that slot.
Empowered slots could be shaped and provide partial modifiers to idols that don't completely fill the slot
Title: give eterra's blessing companion autotarget on some nodes.
suggestion: Add companion type specific autotarget to the companion type specific buffs. Eterra's blessing has a number of effects that specifically apply only to companions or give a bonus when you cast it on companions, however it has no targeting priority for companions and tracking them in the middle of combat can be difficult and tedious, especially for builds like scorpion nova which rely on using this for companion ability resets.
Many of the recent minion synergy pieces also rely on/require/give additional minions, which can easily "steal" eterras blessing casts from their intended target.
Title: Versus Fighting playstyle mastery
Suggestion: A new mastery that has a similar playstyle as versus fightning game, where you can "combo" your abilities. For exemple if you use Q, then Q again in a short time you get a bonus. But if you wait you dont get the bonus. Same with chaining abilities. If you do Q> Z > Q you get smth .
Could add a combo bar you get to spend where you get like 5 pts of combo and get a bigger bonus, or a different effect on the skill that spend it.
Title: added flat minion ailment damage.
suggestion: Add flat minion ailment damage to the game, either on uniques or as a very limited access affix. minion ailment builds have historically been underperforming due to the difficulties in scaling their damage. they typically are not able to deal out nearly as many hits as player ailment builds or stack as much ailment chance, while hit based minion builds have better access to their respective additive damage buckets (flat damage, crit multi).
A flat minion ailment damage affix could be a simple way of giving a limited damage bucket to pump up minion ailment builds specifically
Title: Sanctuary Guardian should not scale with Corruption
Suggestion: Sanctuary Guardian in the Sanctuary of Eterra should not scale with Corruption.
This currently locks heavily nerfed builds (e.g. Storm Totem) out of reducing Corruption, making recovery impossible after balance changes.
Title: Chthonic Fissure's Spirits prioritize targeting the enemy the player is engaging / attacking
Suggestion: A new skill tree node for Chthonic Fissure that enables Spirits to target enemies that the player is engaging / attacking (somewhat similar to the Stench of Blood node of Rip Blood). This will give the player so much more control of Warlock builds relying on mechanics such as Spirits ending Infernal Shade's duration with the Return Below node, or when turning the Spirits into Flame Whips with the Spine of Malatros sword. It will make Warlock much more appealing.
Title: Echo infusers to customize echoes and for more deterministic item drops
Suggestion: Add rare mobs that can drop "echo shards" based on their rare attributes
- we can then consume these shards to populate our echoes with more of those mobs
- items dropped by these infused mobs will have a guaranteed chance to have a specific affix
- IE item - Corruption 100 - strong infuser - Item will have, if possible, guaranteed tier 1 Life // corruption 400 guaranteed tier 3
- it can affect all, just magic/rare or add special packs, or a new class of mobs
Why
- A more focused end game item chase
- Echo customization
- LE is so easy - cool tree that would focus on buffing monsters and a way to spend all the extra "echo infusers"
Opportunities
- end game system that would give a reason to play for a bit longer
- small indirect buff for CoF players
- monster diversity and a + to gameplay experience
- monster can change their looks and abilities like Beasts, if not all of then just the rare/magic ones
- players have a chance to make the game experience as hard as they want
Title: Merchant Guild Search Engine
Suggestion: make Primordial a separate rarity from Exalted for search purposes.
Title: Toggleable Buff sounds triggers or states
Suggestion: Perhaps some sort of option or toggleable cosmetic sounds that allow us to assign crescendos or sounds to active or ending buffs, or even stack amount threshold triggering sounds to signal when desired states or thresholds are reached or are imminently ending to help us with audio cues instead of having to look at buffs regularly. It would help me fight more efficiently but also, could be really satisfying and immersive too. (I think games like BeatSabre and Metal: Hellsinger sort of had some success with similar concepts with regards to feeling satisfying to play but not the same thing exactly as I mean)
Rhythm-locked motor resonance with vicarious catharsis
Title: A music only channel for the server
Suggestion: A place for members of the server to share the music they like or are listening to at the moment
Title: Spirit Plague Responsiveness
Suggestion: It would be cool if there was a node that made the infected mob explode on death and the explosion could spread Spirit Plague. The spell feels quiet and isnt as fast as shooting one aoe spell that clears everything so this node could give it more speed while also giving more feedback to the player with satisfying chain explosions
edit:maybe it could have a short cd as a downside
NVM I was wrong, it doesn't consume any mana at all. Sorry for the inconvenience.
Title: Possible Wildfire Ember's fix (Mana).
Suggestion: One of the worst* things to happen with wildfire is when it eats mana recasting meteor or chthonic fissure. Can it somehow cast with 50-80% less if not 0 mana?
Title: unique ring or amulet for +% for special states
Suggestion: a extremely rare unique and gives +5% to 10% to special stats
Ex: harbinger of stars 9% chance to cast meteor on crit now has 19% chance to cast meteor on crit due to the ring or amulet
Title: Avalanche makes it really hard to see what you are doing inside it. WASD directional movement also makes dodging a little harder to do with precision.
Suggestion: Chilled ground applied through avalanche node Frost Touch could be more useful if it gave us some sort of defensive buff for standing on it. I've thought about it, and it doesn't feel that abusable but could benefit non-melee too as defensive utility even. So if you are being dangerous by trying to stand on your chilled ground to melee and apply frostbite stacks through Frosted Font node as per attach, it would be extremely helpful to have some extra DoT or proximity defences as it is virtually impossible to see ground markers due to the spells Animation. It is very cool, but some sort of Ice Shield or even Earth shield that can be modified with physical/cold nodes that you get when hit by own avalanche hits maybe you get some. I guess there is literally Earth Armour in Upheaval tree that maybe could be reused in some way here. Maelstrom gives dodge and stuff but I hate feeling like Maelstrom is mandatory in builds just for its utility. Perhaps the Avalanche node "Grounding" which I take as a through route to the Stormcaller node could be reworked to give earth armour or ice armour of some description as it is 2 useless points in my build, that I spend to reach something extremely useful. "Shock Trooper - Avalanche hits give stacks of earth armour, allowing +1 maximum stack of Earth Armour per point". That would be a totally excellent node change I think. And would give more synergy with upheaval/maelstrom too for variation even though that isn't what I want from it personally. This is a real melee issue rather than normal avalanche issue. But hybrid is fun as hell, it works my glutes with all the clenching.
Also random side thought, perhaps some sort of unique that makes your transform into a Werebear or Spriggan form while channelling for defences or damage buffs would be cool.
Title: Deathmarch campaign mode (turns the campaign into pure suffering and pain)
Suggestion:
- start the game with a full cursed veteran set of gear, this gear slightly scales with campaign zone but is worse than regular gear by a lot and it can not be removed
- theres an npc in town to change what cursed veteran weapon your using
- you can't gain xp if your level is equal to or greater than the zone your in's level, to prevent just overleveling content
- you are given one life, if you die the character is fully deleted
- If you complete the campaign you get a special title and a cosmetic victory hat
title: new skill for shaman (volcano)
suggestion: pretty straightforward. would be really cool and in line with the class fantasy
title: new skill for shaman (tsunami)
suggestion: giant wave that crashes and pulls enemies with it. can do fun stuff too like typhoons and what not
title: season community challenges
suggestion: either starting or in the middle of a season have a community challenge with something tied to eat like the undead is overrunning the monos or something and if the community beats the challenge we unlock one or several uniques to play with!
Title: Add Legendary Potential to Exalted items
Suggestion: Add the possibility of getting Legendary Potential on Exalted items, where you can slam Uniques onto Exalts. This would possibly make Exalted items much more frequently used in builds. Maybe the likelihood of LP can be controlled by the tier levels of the affixes. So a triple T7 has extremely low probability of dropping with LP etc.
Title: adding a pause option for the game
Suggestion: a few other arpgs (example - the poe's as the main instance) have the option to pause the game mid fight, but LE does not. It would be great if this could be added into the game
title: corruption increasing unique affixes percentages
suggestion: allow corrupting to be able to increase the percentages on unique affixes if it doesn't currently.
ex:
harbinger of stars
normal
9% chance to cast meteor on crit
corrupted
18% chance to cast meteor on cirt
title: changing the damage numbers font and colors
suggestion: the numbers could use an update to be more stylized and distinct and this can be extended to ailments so that you know when bleed procs (numbers are red) or poison (green). would be a nice change
Title: Season idea to give Champion affixes/items endgame potential
Suggestion:
The Champions of Nar (CoN) have taken notice of your victories across the corrupt timelines and now wants to offer you a chance for greater glory and prestige. A faction that ties with the champion enemies and champion items. CoN will also be an endgame boss with the uber varients for the extra challenge and reward.
The Prestige System: When you kill a champion enemy their item will drop with the ability to be able to prestige it. As you slay rare enemies, champions and bosses they will drop glory that levels the item. When you max a level on the item CoN will send down their champions for you to defeat in order to move on to the next level and 2 on the final level. Once fully prestiged the CoN will glorufy it and give you a chance to select a unique affix from their dedicated pool or modify the chapions affix with a bonus!
Faction Rank: Has benefits like 25% more glory received to when Champions or bosses fall below half health they summon 1 Champion to aid them.
Champions of Nar is a trio consisting of a Shark, Lion and a Hawk in gold sliver plated armor with an ax, two swords and a spear respectively to match.
Title: つ ◕◕ ༽つ Summon dev environment art stream ༼ つ ◕◕ ༽つ
Suggestion: As title said. Plus a question list for potential artist guests:
(chanting)
-When designing an environment for an ARPG camera, what do you prioritize to ensure gameplay readability while still supporting mood and story?
-What did you keep and what did you go when you have to change or simplify a concept due to gameplay, technical or production constraints?
-What are the mean tools you use to establish mood in environment concept? How do lighting, colours or materials factor into your decisions?
-How do you ensure your concepts are clear and actionable for environment artists downstream?
-How do you ensure you worked within existing art directions or guides?
-How do you balance consistency with fresh ideas?
Title: Prevent itemloss in Temporal Sanctum
Suggestion: Please add a fail-save check to temporal sanctum's cache of Eternity. Where if a player forgets to collect their items, regardless of whether pre- or post-tempering, they will be transferred to either players inventory or chest.
Title: New Woven Echo for Exalted Items
Suggestion: Add a new Woven Echo, which as a reward drops Exalted Items with only a T6 or T7 and no other Affix or Suffix, but 60+ Forging Potential.
Title: MG None sold Stash Tab.
Suggestion: I notice that a lot of items are over the 100 Day. Be a cool system idea, after 2 week if that item has not sold it gets taken out and place in MG stash tab in the MG area only. So Player have a chance to sell fresh item and keep the market going.
Title: Vengeance and stunned enemies
Suggestion: Please consider adding a node that disables vengeance from stunning enemies. A lot of times id rather have the enemies hit me after ive hit them to proc riposte or iron blades, but they just stand there stunned. It makes it feel awkward where i have to choose between just hitting them and keeping them stun locked or waiting twiddling my thumbs for them to hit me back
Title: Bear Tornado/Earthquake
Suggestion: Would it be possible to somehow add a trigger skill passive that lets us use Tornado/Earthquake while in bearform ( like maelstrom from warcry maybe let us select either maelstrom/tornado/earthquake on roar from the warcry tree not only the Whirlpool Passive )
Title: Elemental Nova auto cast idea
Suggestion: a unique that allows elemental nova to be auto cast and the frequency increased based on intelligence
edit: it also counts as directly cast
Title: Season of Set Items
Suggestion: A season dedicated to expanding set items and what you can do with them.
Title: Resonances being added to your inventory with a notification like after opening a cache instead of dropping
Suggestion: Resonances are rare enough already, if you blast echoes for 3-4 hours without stopping you are in jeopardy of not noticing an important Obsidian drop because of simply being tired after rushing in order to get it fast, Resonances should be directly added to your inventory with a cache/weaver's will upgrade - like notification so you never miss one
Title: Unique Item
Suggestion: a pair of gloves that consolidate all of your minion damage into a single type, including ailment damage.
Title: Grub pet required
Suggestion: add the void grub or one of the other many grubs or scarabs to the cash store as a pet. I would literally sell my soul for one. I need it in my life please. 🙏
Title: Do little shorts showing whats coming
Suggestion: People have seen recently sometimes ehg members giving updates to certains skills or aspect of the game (and i am truly thankful for that) that I feel would be better to do instead little youtube clips or shorts so that it reaches a wider audience and draw more attention to the new upcoming content
title: do a post or notify of sales in the le shop for comestics
suggestion: a quick tweet or something to let people know skins are on sale. i just happened to glance and saw one i wanted. there others and just realized i may have missed by not checking in.
title: change Careful Assault node on Shadow Cascade
suggestion: with the new set item teased Careful Assault should be changed to the more shadows you have active the more damage you do
title: have a node or unqiue that replaces evade with shift for rogue
suggestion: as the title says will make a very fun zoomy slashy time!
Title: Campaign rewards should be spread out among the chapters,
Suggestion: The campaign is a nice experience, but the back half of it feels lackluster as the main rewards have already been claimed in the first half of the campaign. Is there a plan to distribute the campaign rewards evenly?
Title: Unique Item
Suggestion: Item that provides large boost to specialized skills but locks you out of one of them, so you would only have 4 specialized skills. Or just have the item provide -30 points to the final specialized slot so it achieves same effect but might make it easier to implement.
title: Event/challenge idea- make the exact item and earn a title
suggestion: starting of new season, show us items for each classes with incredible (and very difficult) mods and If someone makes one of the items until end of the season, they win special banner/title Crafter above their game name but same player can't win a second title.
title: be able to seal tier 6/7 affixes
suggestion: aaron from actionrpg does a better explanation : https://youtu.be/l6T8myetIzU?t=311
i timestampped but in short a way to seal tier 6/7 affixes so we can continue crafting t4/5s and this helps with the idea of legendaries being easier becasue you cant transfer seal affixes
title: About more details for UI & UX
suggestion: I want le have something similar to show which influence it will bring immediately when I'm adjusting an option like that, for graphic and brightness especially.
(Not everyone know what every options/terms mean for game experience, graphic especially)
title: let us skip cinematics at least for prophecies
suggestion: please let us skip cinematics at least for prophecies . I'm talking Majasa prophecy specifically. it takes so much time for nothing
title: a unique or affix that replaces evade with shift for rogue and count it as a traversal skill
suggestion: with the new set item coming that centers around transversal skills a unique item or affix that replaces evade with shift would be really cool and adhere to the fantasy of dashing and casting shadows. also it helps with synergy with traversal options since evade isnt one,
Title: Javelin Targeting, Divine Fury Mechanics, and Siege Barrage
Suggestion: Divine Fury currently requires you to hit an enemy with the thrown Javelin to spawn piercing Lightning Spears. This is (mostly) fine until you combine it with Siege Barrage, at which point it becomes very annoying to clear Monoliths with for extended gaming sessions. The problem revolves around the "requires you to hit an enemy" part -- just landing your Siege Barrage hits near an enemy isn't good enough, and many enemies are fast enough that this requires you to lead your shots, as Javelin is a rather slow skill, and if you don't you'll just miss completely. This feels unusually demanding considering how many other sources of auto-targeting (such as Smite, which will snap to a target no matter what and always hit). Even Javelin technically has auto-targeting (and it works well enough), but only if you're using a controller.
TL;DR: Can we please remove the "hit" requirement for Divine Fury when combined with Siege Barrage, and just have it spawn Lightning Spears no matter what? Or give Javelin smart-targeting on keyboard + mouse, like it has when you're using a controller?
Title: Orian's Sun Seal Lifeline Alternate
Suggestion: Orian's Sun Seal has a really neat trigger mechanic that acts as a lifeline (triggers Symbol's DR on activation) when your current health falls below your endurance threshold. This mechanic feels bad if you are a Paladin with a very high endurance threshold and very high health regen, where non-lethal chip damage causes drastic health fluctuations. The mechanic triggers frequently in monoliths, removing the desirable buffs from the Symbol's skill tree for a lifeline mechanic (DR on Symbol activation) that is not impactful for the situation. I would appreciate an investigation to help this lifeline mechanic feel more impactful and less persistent in monoliths, where persistent, but not deadly, chip damage can cause drastic swings in health for high endurance threshold/high health regen builds.
Title: Evolution's End Amulet - Rift Beast
Suggestion: Add some way for players to disable the "spawn a rift beast for 15 seconds" mechanic on this amulet, like an altar where you can exchange it for a "True Evolution's End" or something. The rift beast it spawns is very visually distracting and unappealing, and even actively detrimental in some cases. For example: the Skeletal Mage - Death Knight and Hungering Souls combo (teased on reddit last week by EHG_Justin). Hungering Souls - Unholy Trinity offers 150% more damage if you have exactly 3 minions. Evolution's End (an obvious minion-build amulet pick) then proceeds to summon an extra minion 37.5% of the time, essentially rendering the two incompatible from a build optimization perspective.
Title: Hunt of the Exiles
Suggestion: Add a rogue-like system where we chase specific Exiles
- we will use the Epoch to open rifts to the echoes where the exiles hide
- separate monolith that resets once the hunt is complete
- we build the monolith with fragments found in echoes
- we should also need a cost while we open echoes in this monolith (we farm the currency in the normal echoes)
- regular exiles sometimes drop clues which we use to open a "super" monolith 😄
Why
- a new way of playing the end game
- end game expansion and loop diversity
- a new meta-progression system
- new chase drops
Opportunities
- new big bad boss
- new monolith bosses - we always build a new monolith after clearing one
- the mats used to build the monolith determines the type of the exile (you already do this with beasts)
- rework of Exiled mages - void consumed, fully magic or maybe denounced magic and gained new tricks
- re-use of existing assets
- a different way of playing
- a new item type to complete our equipment rainbow, next to legendary, primordial, exalted and corrupted items
Title: Defeat Uber Abberoth challenge class/all mastery
Suggestion: for the upcoming season a cool challenge would be to pick a class and beat uber aberroth with all the masteries with specfic class
Ex:
"Gamer1234 is the first to defeat uber abby with acolotye with all her masteries."
Title: Imortal Loading
Suggestion: When I teleport, let me be immortal until I can move to avoid things like this, preferably for multiplayer since I only play in Duo. So that this doesn't happen again
video ai tmj
Title: Stygian Coal and Drain Life channel meta
Suggestion: At the moment with how Drain life is used with node Dark shackles that makes last 3+ seconds and is an instant cast. This voids the first three lines of Stygian Coal's bonus's since they required a channel skill.
Solution: Change how Drain Life works in conjunction with Dark shackles. Make it a channel like skill where the cost is over the up time of the skill if cost 60 mana then 12 mana a second and limit the cast to x I would say between 3-5 cast up at one time because of flame wraith build that uses drain life too.
Another is change how Stygian Coal works it has a cost per beam and works with other skills over x seconds.
title: ULTIMATE BOSS idea - the cousin of orobyss and eterra: Valthor ⚡
suggestion: the ancient and arrogant god Valthor once had everything. he was spending his time with his universe and creating arenas on planets and challenging with champions to show his might and power. it was like a festival when he visited the planets but everything got changed once the void started to corrupt his universe. eterra knew this, she had foreseen it and tried to help Valthor but Valthor never wanted her help. he was always ready for challenges but this was a big mistake. while eterra was dealing with orobyss, valthor was alone. he was still thinking he could do it alone but he fought against his people which turned to monsters. he was mad, everything he built were slowly disappearing and then, he met with the player, his eyes couldn't see the real player. he was only seeing a monster because Valthor didn't know he was already corrupted.
features: valthor doesn't have monster appearance but his abilities mixed with the void.
he has many voice lines about his story inside the fight.
there are so many statues and paintings of Valthor in his planets but most of them ruined or broken, showing of the void's influence.
there are some NPCs those still haven't turned to monster want to help player fighting against Valthor.
TLDR; it's kinda tragic story but the fight is epic 
Title: Compiled Notes from Latest playthrough
Suggestion: Just finished up for Season 3 and these are the things I wrote in a notepad during my playthrough:
- Add option to disable blessing selection screen after killing timeline boss. After I have my perfect blessing, this screen becomes a nuisance.
- Add option in settings similar to gold for affix shards - instead of hiding, highlight shards that you have less of a specified number ie. treat them as "uncommon"
- Rework rune of ascendance to either upgrade to a selected unique or destroy the item - this allows odds of hitting a specific unique and which uniques you can roll into be user facing. Though the personal thing this solves for me is that it actually just feels better. Like I'm progressing towards the exact item instead of getting a bunch of random items I don't want or need. Even though mathematically it would be the same.
- Mana should refill in the same conditions that life does - when you exit an echo. I currently intentionally die after clearing an echo just so I can get back to full mana.
- Prophecies that mention a specific type of monster in monoliths should say which timeline they can be found in.
- Remove the need to use an NPC to respec passives. Changing your whole mastery can remain an npc thing.
- When you respec skill points and you have +skills, it should remove these, not your hard skill points.
- Put a search bar in the Woven Echoes tab of the inventory.
- Pause the game when interacting with things like nemesis.
- Don't change Woven Enchanter selection after using. Ie. when it has 2 uses and you use reforge once it goes back to enchant. It should stay on reforge.
- Add an expensive/grindy way to revert legendary back to unique with LP (does not work on items made legendary through sources other than Temporal Sanctum) - I think this is the current downside to very rare high LP items. It feels bad to have a once in a season drop miss on the Legendary slam and have no real reasonable route for another attempt. It should be expensive and grindy so that the best way for more common high LP items is still to just refarm the items. But there are some cases where just farming another one really isn't feasible.
Title: need more QOL for the loot filter - color and icons
Suggestion: I'd like to see more color and icon variations for the loot filter. It would be great to be able to change the text color and also the background color from a wider range than the current 18 colors. With the arrival of the 200 rules, I'm worried about being limited in my loot filter optimization by the game's current color options (I'm obviously referring to the possibilities offered by Filterblade for PoE1 and 2). Thank you for any future feedback. The game is incredible, and I hope it continues for as long as possible.
Title: Tie multiple stat blessings to a single roll
Suggestion: Currently for blessings with multiple stats (e.g. Grand Greed of Darkness with 12-18 Ward Gain on Kill & 120-200 Ward Decay Threshold), only the first stat seems to be considered for things like saving the highest seen values or the "how full is the circle" UI indicator. This means that something like 18 Ward Gain on Kill & +120 Ward Decay Threshold would be saved as the "highest seen value" versus something like 17 Ward Gain on Kill & +199 Ward Decay Threshold. Tying the values of both attributes to a single internal roll would prevent these sorts of scenarios and make it so that multiple stat blessings aren't an N^2 difficulty to eventually farm a "perfect" roll.
Title: Campaign Skip
Suggestion: Add an actual campaign skip. The one we have now is still an annoying repetitive slog.
Title: Buff loot from exile mage in campaign at least
Suggestion: They currently feel to underrewarding for how hard are they to kill normally
Title: In-Game Bug Report Status Tracking
Suggestion: Currently reporting bugs in-game is essentially a black box. You report the bug, and you have no idea what happens after that point. Maybe it gets fixed eventually, maybe it doesn't. Why? Who knows! Certainly not you, the player. You can't even see what bugs you've reported previously, unless you're diligent enough to also report them on the forums. As someone used to reporting bugs on GitHub, this is wildly inefficient. Can we please get some way to track bugs we've reported in-game? Maybe with some minimum level of feedback, like "need more information", "could not reproduce", "merged with existing bug report", "fixed in next major patch", "low priority", etc. Feedback like this may even encourage players to continue reporting more bugs, instead of just going "damn I'm just being ignored, time to quit I guess."
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.'.
Suggestion: 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.
Title: Rework Lich's Scorn to not snapshot
Suggestion: As part of the general project of reducing snapshotting, I suggest reworking Lich's Scorn, which currently snapshots the flat cold damage bonus to minions based on the number of Infernal Shades out. The optimal play is to go to the arena, put on the Lich's set, cast nine infernal shade on the dummies, then cast Dread Shade on a minion (getting the maximum flat damage bonus), then remove the set and remove Infernal Shade from the skill bar. The simplest change would be to grant the maximum amount of flat damage without any Infernal Shade interaction, removing the need to gear-swap the Lich's set and preserving the current level of power of the builds in question.
Title: Vary Animations for Spammable Skills
Suggestion: Introduce "follow-up" animations for skills that can be used in quick repetition. Harvest (Acolyte), Shatter Strike (Spellblade), and Smite (Sentinel) are a few examples I can think of that could feel much more fluid and engaging if they could have additional animations that differentiate each swing from the last, whether with a different character motion or with a different animation of the swing of the weapon.
Title: Empowering Nemesis
Suggestion: Being able to empower Nemesis a third time. Right now its only possible to empower it twice, so maybe in the future it's possible to empower it a third time and make it even stronger.
Title: Rahyeh's Embrace (new chest for S4)
Suggestion: Please make it NOT Primalist only
I would like to equip this item with my Forge Guard and with the Necromancer too. Even for the Rogue there are options for fire minions.
Keep the affixes as they are, just losen the class restriction please. 🫶
title: I want to see achievements or challenges in the next teaser
suggestion: killing aberroth is good but having many goals are better
title: add Lan co-op to offline mode. Fix gamepad control on arena and chat. Make possible to transfer or double character from online to offline mode. Add usefulness to Experience or add "eternal mode".
suggestion:
- Offline mode would be great with Lan co-op for play with a friend. More people would buy game for this.
- Gamepad control on arena not give to hit barrels and get rewards because focus on top window.
- On gamepad not possible to share items in chat.
- I understand it is for anti-cheat you can't transfer from offline to online. But from online to offline I don't see any reason to not have. Especially when it was possible before.
- Experience could be exchanged for some things like chance to drop t7 with affix on choice or anything that helps you progress like passive or skill points, stats. It makes game endless. Or add this to new "endless mode".
title: more things associated with the epoch
suggestion: we're time traveling heros but rarely use the epoch to do that (i guess passively). maybe incorporate it more in endgame would spice things up
title: make a bugs priority list for the community to see and help with
suggestion: a forum post showing bugs that are being worked on or not would be great to see for the community and where they rank in priorities. doesn't have be 1,000 of bugs but just some of the more common ones that can brought up. can make checking off feel good for everybody and if something doest work after being fixed it can be immediately reported and looked at
Title: Rift Beast Evolution Woven Echo
Suggestion: I have been trying to rack my brain for the one thing I would like to see added the most. I believe that because of many factors it has to be - A Conquered Tower copy Rift Beast Evolution Woven Echo.
I do not imagine all things will just be "turned into a woven" but an isolated way to encounter rift beast evolution into rift beast evolution would be very much appreciated.
Title: Claw Totems should get weapon stats
Suggestion: The Claw Totem (such as from Swipe) should get the stats and attack rate of your weapon in the same way that Forged Weapons do. They probably need more than that, but it'd be a start.
Title: NPC Boss Mission Idea
Suggestion: story
In another universe, our character has fallen to chaos and become a vessel of the Void with a twist… The vessel cannot bring chaos into our universe without killing us, because we are anti-matter to the vessel's body. The Void also cannot corrupt other universes without another vessel.
If the character we’ve been playing knew this, they would sacrifice themselves for sure but this is something we only learn after defeating the vessel inside the small area of nothingness created by the vessel’s magic for 10 minutes.
the vessel as an npc:
We see the vessel across different maps and eras. They wear the same armor as us and have the same appearance. They act like shopping, waiting while secretly watching our character, as if waiting for the right moment to cast the spell. However, when we get closer to the vessel, the screen turns black, and we see another NPC instead as if the vessel has shapeshifted, or as if we are seeing a dream. While we are running echoes, we see the vessel again but since it's right time; If we go closer to the vessel, the vessel teleports but they leave a portal to their place and If we enter to portal, we teleport to boss fight.
boss fight:
Phase 1:
The fight begins with the vessel speaking about how long they have waited for this moment, and how naive we were to join Eterra. Then everything goes black, except for our character and the vessel because we are now inside the nothingness. The vessel releases a purple Void aura. It uses our skills but with purple visual effects and dealing Void damage instead of our main DPS type.
Phase 2:
The arena becomes slightly brighter due to the vessel’s new abilities. The vessel’s arms and legs transform into monstrous limbs. The vessel uses new skills instead ours.
Phase 3 (Final):
The vessel fully transforms into a monster. On the horizon, a massive Void eye appears; staring directly at us while we are figthing.
Rip, I can't send longer messages 😅
Title: Ghostflame overload
Suggestion: Please add node in ghostflame that allows procing overloads while channeling. It feels very clunky that to build around ghostflame a lot of the passives that synergize with ghostflame in the warlock tree are overload related but to trigger them you have to stop and then start channeling ghostflame. Would make the ability feel more connected to the rest of the warlock tree and smooth out gameplay.
Title: Make ailment overload details easier to find
Suggestion: Since ailment overloads are not ailments or skills, they don't show up anywhere in www.lastepochtools.com. Would be nice if the exact details were easier to datamine so they would show up there.
Title: Teaser Channel
Suggestion: add a teaser channel to this discord server and post all the Friday devstream teasers there
Title: Force-stand still button assignment
Suggestion: https://forum.lastepoch.com/t/force-stand-still-and-left-click-skill-button-please/80339/8
I would really like to assign the "Space Bar" to "force-stand still", the current and fixed option for holding "Shift" is severely limiting and does not work well for me.
Title: Weaver's Will Items
Suggestion: Weaver items are extremely difficult to roll with the desired combination of affixes. It would be cool if a rune of Redemption worked on an unmaxed weaver item, at the expense of one Weaver's Will each rune.
Title: Option to make Idol slots available for twinks
Suggestion: Add an option/toggle that allows to enable idol slots on new chars, so we don't have to go back and do every quest to get them again.
Why: After finishing first character in a season, I often go back and create another, as I imagine others do too.
But with a lot of gear already being found for other classes, you can often times skip the campaign and get levels through running specific content.
If idol slots could be either unlocked from the beginning, or based on level threshold, instead of being forced to go back through early game content again, would be awesome.
Title: Increasing the odds for better rolls for blessings with corruption increase
Suggestion: Corruption should slightly bring up the odds for better blessing rolls, it's depressing to get like a bottom roll of a blessing on a high corruption timeline even after lucky chance
Title: With the new Rogue Set Item have a node or unique that replaces evade with shift but stills count as if you evaded
Suggestion: This will help expand on how you want to build and play around with the new set item and its shadows. ps: shadow ninja gang
Title: Remove Only Tabs in Legacy Stash
Suggestion: Possibility to empty the list of "pending remove only stashes"
Hey,
i would love to see an option to remove season/event stashes from the list of stash conversions in the top left corner of the Stash UI.
If i completely emptied/converted a seasonal stash in Legacy mode, it would be nice to remove these entries from the list.
It should even be possible to remove these remove only tabs without being empty at all, so people could just transfer gold/shards/favour/tokens and their best of the best stuff and than dump the rest.
Maybe via a button that removes the entire stash, with a safety requirement ofc, so people won't fail by mistake.
For example:
- Are you sure you want to remove this "Remove Only Stash Section"? YES or NO
- Please type in --> name of game version <--
("Release" or "Season 1" or "Season 2" and so on) to delete this entire stash section. This action is final and will delete any pending item inside this area!
We are still early in LE's age progression but the list already has to be scrolled, and if any ended season adds another entry to that list, that section gets more and more messy.
We already have:
Legacy
Release
Season 1
Season 1 Event
Season 2
Season 3 will be added in a few weeks
What is the point of keeping these entries anyway if everything has been converted or sorted out?
Peace! 🙂 ✌️
title: I told you so on forgeguard
suggestion: man, i told yall that forgeguard 2h+shield node downside was stupid. only 1% of people ended up playing forgeguard still. i hope they buff that shit, get rid of the stupid downside.
title: secret lizard faction

suggestion: lizards are watching you from the shadows and If you are worthy enough, they will invite you to lizard faction.
mission 1 -
When you see a loot lizard, don't kill it. (0/50)
reward -
You can meet with Lizard Merchant in Maj'elka Upper District.
mission 2 -
If you buy an item through Lizard Merchant, it will vanish and you will return to mission 1 BUT Lizard Merchant is selling something interesting that's named "The letter of the shapeshifter chameleon" for 1 million gold.
reward -
If you are generous enough to pay for the letter, you will go to a location that's described in the letter.
mission 3 -
When you arrive the location, you will talk with the shapeshifter chameleon. it will offer you rerolling your CORRUPTED items to random items with random rarity for one time and when you choose it, you will return to mission 1 but If you are brave enough, the shapeshifter is also offering a duel that will be a boss fight. the shapeshifter chameleon has 3 phases and changing to different bosses with each phase.
reward-
When you beat the shapeshifter, many lizards will be showing up in the boss area room and celebrating you before you suddenly teleported to lizard faction because you've proven - you are merciful, generous and brave.
tldr; there will be many missions and rewards you can get from lizards in the faction and it will be interesting 
title: Alluvion damage proc and raw dmg increase to proc based items
suggestion: Add Lightning as a tag for the Alluvion Wave proc of the "Alluvion" sword
I like the dual element usage this sword offers, but it is sad it limits scaling options because you cannot scale its weapon proc with lightning spell damage.
The whole item offers both element types, even gets new love for both elements in Season 4, but the proc itself is still limited to only cold.
Also the raw base damage should be buffed as well. This goes to all proc-based items, like Volcanus and so on.
Title: Season 4 start time
Suggestion: Start time for Season 4 is given as 26/3 @ 11am CST (Central Standard Time) however it is my understanding that CST changes to CDT (Central Daylight Time) on March the 8th. Am i correct in this??
title: community builds
suggestion: add build planner into the game as a feature instead visiting the website.
most liked builds will be on top of the build list
and there will be many lists for each masteries
Title: Rage bar reaper form
Suggestion: change reaper form from an 'always available with cool down' transformation to one that needs to be built up to. Have a meter where you need to (deal damage/apply ailments/do lichy things) to fill it up. Once it's full then reaper form is available for x seconds, and has a much shorter duration (~10 seconds). This makes it more of a semi-controllable spike in power and allows other changes to make it a build choice rather than an always on passive boost that every other lich skill has to be balanced around
Title: Carpal Tunnel Alleviation (Circle of Fortune reroll hotkey)
Suggestion: Please add a reroll hotkey function to the circle of fortune prophecy rerolling system. my hand hurts from clicking reroll multiple times, zooming the cursor to check prophecy and going back to rerolling
Title: samurai armor mtx
Suggestion: please consider some type of samurai inspired armor/outfit. perhaps etched subtly with glowing runes or glyphs. this would also allow for a variety of masks
Title: Cold conversion for aspect of the crow (Storm Crow skill buff)
Suggestion: Please consider allowing aspect of the crow to be converted to cold when taking the frigid wings node in storm crows. This would help support cold conversion for totems and would provide more interesting interactions to explore different builds. If my crows are cold, why can't the rest of their interactions be? This would be awesome, thank you!
Title: Wildwisp Embers rework (Wildwisp buff)
Suggestion: Currently Wildwisp Embers's wisp only lasts for 3 seconds, and has only 10% chance to cast a skill whenever one directly cast a skill. This causes to many limiters on the item, and regardless of how much stats Wildwisp Embers have it will always only maybe cast once or twice in a big boss fight for your primary skill. even if one has a skill that deals a load of damage and the mana costs to cast a lot of that skills, it would still only cast maximum 1 skill out 10 of that skill, maybe 2/10s in lucky cases.
My suggestion would be to rework the duration and have a cap on each 4-5 wisps with no duration on each enemy. Making it into a powerful boss killer item while still not working well into normal monsters.
Lastly I think the wisp should no scale purely on cast speed, but scale of the speed based on the skill that cast it.
Title: Acolyte Unique for summons
Suggestion: Have a new unique for acolyte that would change the summon skills (e.g. summon skeletons). When casting, instead of creating the minion(s), it would instead create a glyph/portal/whatever in the ground. The "portal" would be constantly creating new minion (until it reaches max minion allowed). It would have a cooldown between summons, and it would spend your mana as if it was the player casting the skill directly. Casting the skill again, it would replace the previous "portal" with the new one.
It could be a unique that changes all summon skills that you have on the action bar; or it could be variants of the unique, one for each acolyte summon skill.
Title: Sacrifice immunity or targeting unique idol series
Suggestion: Add a series of unique idols that either excludes or restricts sacrifice targeting and chaining on a per-minion basis. E.g. an idol that makes Sacrifice only target and chain to your skeletons, so that you don't accidentally sacrifice your Bone Golem or Blood Specters.
Title: Quality of Life Pickups - Keys & Shards
Suggestion: Gold automatically picks up which is nice but late game large amounts of shards are often dropped. When you are zoomming across the map, clicking to pick these up can be a little difficult so I'm suggesting we just do it automatically. THere's also a notification on top left in generalised format but I think you can make it smaller font and specific i.e instead of +3 shards sent to inventory we have +1 health shard | +2 crit shard etc so it's the same in practice.
THis is made worse by key and that temporal shard item that lets you fight mono bosses faster. They tend to drop separately so clicking 1 of them is harder than clicking 50+ shard that all auto pick up when you click only 1 of them near each other.
Title: [quality of life gameplay]
Suggestion: [(sorry for bad english), i would like an option again in +to face on melee with the direction i face(wasd) and not the mouse cursor , the goal is to use my other hand only to loot clic
]
Title: Rift Beast Farming
Suggestion: Weaver tree node that allows us to remove the rift beast portal from taking us to the rift beast cave. This would allow us to level up our beast to it’s maximum and then turn on the new node to farm the beast without having to go through the cave. I find myself wanting to kill the rift beast but it takes extra time to go through the cave instead of just killing it when it comes through the portal so I avoid it.
Title: Echo Modifier Changes
Suggestion: I don't know that I have ever paid much attention to echo modifiers (e.g. "enemies enrage at half health" or "enemies have +15% chance to crit") because I just destroy all the mobs and go as fast as possible. I would guess most people don't pay attention to them, at least on low-ish corruption because I've never noticed them changing how I run the echo. I would love to see some sort of incentive to run certain echoes with certain modifiers such as "this modifier gives this echo a 50% chance to drop double rewards" along with a significant increase in difficulty from that modifier. Basically I think it would be cool to have echo modifiers that actually change how we run the echo and make it more difficult or make us more strategic, and in return grant greater/more rewards.
Title: Easy QoL upgrade for Stash
Suggestion: Make Categories collapsible in the Quick View window.
Title: Better stash tab Sort button
Suggestion: Could we have sorting options for Sort button in our stash tabs? Right now it seems totally random, would be nice if hitting Sort would at least sort items by name. Would be especially helpful in a tab full of rings/amulets
Title: Cold conversion for harvest lacks a freeze rate
Suggestion: The node for harvest that converts it to cold should give it a freeze rate. It's just weird and inconsistent that it doesn't have one.
Title: Proper cold conversion for Bone Curse
Suggestion: The node that gives bone curse a freeze rate should also convert it to cold
Title: Make Umjol's Guidance a 1 point conversion
Suggestion: All damage conversion nodes are 1 point, Umjol's Guidance is 5 points for some reason. Please make it a 1-point node to open up more builds
Title: make it easier to join friends
Suggestion: have the option to open or lock parties so friends can join each other without having the need for an invite
Title: have ailments do cool stuff
Suggestion: ailments should be more that just dot damage have them have unique effects
Title: Poison archetype
Suggestion: Please somewhat buff poison and ailments in general to make them viable and reliable choices. This will enhance the build diversity and itemisation and if an ailment build ends up broken OP, it can be targeted for balancing without affecting the ailment itself so that other builds don't suffer.
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.
Suggestion: 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!
Title: Wraith-type Minion Synergy
Suggestion: Necromancer has three "Wraith-like" minions: Wraith, Blood Spectre and Revenant. Wraithlord's Harbour currently enables Wraith-only minion builds, but its "consumes non-Wraith minions" effect also applies to Revenants and Spectres. It would be cool if these two were also considered Wraiths for the purposes of this effect, and not consumed by Wraithlords. Besides being thematically fitting, it would enable them to better fit together mechanically in the same build - similar to how "Skeletons and Skeleton Mages" often fit together both thematically and mechanically.
Title: More necromancer options for necrotic/poison minions
Suggestion: Necromancer has more options (6) to have an army of physical or fire minions. It has less options (4) to create an army of poison or necrotic minions. And only 3 options for cold minions. Thematically, for me, it makes sense for necromancer to have more options to physical, necrotic and poison, and less options for elemental minions.
Necro should be able to convert more minions to necrotic or poison either through their skill tree or unique items.
Title: Disintegrate mobility via teleport
Suggestion: Disintegrate is a skill that rewards standing still in a genre where moving through echoes is heavily rewarded. Rather than add a movement-while-channeling mechanic, having it accelerate your Teleport cooldown while you channel (possibly even accruing extra charges if you channel enough) and making Teleport not drop all your Lucomancer stacks would allow repositioning while still maintaining some strategic play. The ideal balance would mean that the teleports need to be timed and aimed somewhat carefully in high end fights, but skilled play would allow for maintaining solid DPS. And for speed clear, you sweep Disintegrate across the screen and then teleport immediately to the next screen.
Title: Primordial Corrupted Unique
Suggestion: I'd like to see a a Primordial unique that says "When corrupted, affixes can roll T8". It'd be an interesting item to farm for Corrupting.
Title: Sacrifice converted to DoT
Suggestion: In the skill tree of sacrifice there could be 1 or more nodes to change Sacrifice from Hit to DoT. Thematically, instead of physical damange from the explosion, sacrificing the minion would instead blight the terrain. In practice, it would create a "puddle" for a short time, enemies in the area would receive necrotic damage over time.
It could have other node to convert the DoT to poison, or even to use the "aura of decay" tree for the area of the sacrifice.
Title: Runes of Havoc Added to Prophecies
Suggestion: Add Runes of Havoc to the pool of possible prophecies so you can farm them a little easier.
title: undead sound effects for drops
suggestion: it would be cool to have undead themed sound effects for people going for acolyte and want to dive deeper into that necro black magic/arts character
Title: Fixing boring Imprint Cache Farming
Suggestion: A simple temporary fix in my eyes would be switching the proc requirements for "Warlord's Riches" node (sealed affix imprint) and "Sealed Riches" node (Lost Caches regular imprint). If instead you had to kill champions for a chance of proccing the imprint it would at least tie it to actual semi-meaningful gameplay and allows you to scale the difficulty (the amount of Champions in your echoes) with the amount of rewards (imprint procs), add on top of that scaling the proc chance with corruption, making it advantageous to fight harder champions and sprinkle some proc rate tuning and voilà, at least it would be less mindless of a farm.
title: have rouge create shadows remain and follow you
suggestion: make a way so that the shadows we create follow us like minions and perform the same actions that we do. can only havve permament shadows up to a max
Title: Let Weavers Will items roll Set Items affix or Add via mechanic
Suggestion: Make the Weavers Will items possible to roll Set affixes or have an echo/mechanic like the turtle that allows you to put a selected set affix on the weaver item(1 shard only) and let it roll the weaver count with it as a guaranteed affix.
Title: add mechanics to Mysterious Rifts
Suggestion: Add mechanics to the part where you choose how you modify the rift beast and what reward you get. The mysterious rift maps are boring, its just mobs that drop bones and the rift beast. If you added mechanics like nemesis spawn, increased density, mobs have a chance to drop x, add lost stashes, or whatever else you cook in the future, it would allow us to not only evolve the rift beast but the map as well with our choices, which would feel much more interesting to me. It could make me look forward to the map itself, not just the rift beast in the end.
title: season 4 contest with the new ring oculus of ruin
suggestion: a season contest for this would be, if you can keep corrupting until bricking, whoever has a ring that has the most affixes on it gets a replica of it sent to them. can be 3d printed or something and a document or something showing what they put on it!
title: new game mode
suggestion: when creating a new character, offer us the option to skip the campaign altogether, but unlock key are points such as arena, temporal sanctum, etc. this suggestion is in line with and addition to my previous suggestion of allowing us to unlock idol slots.
in addition, offer the option to unlock x levels (depending on most balanced approach) to start with on character, as well as choose whether extra passive points from quest will be unlocked too.
this is solely to improve the experience and as a means of QoL when starting new additional characters into a season.
Diablo 3 and 4 offer similar settings for example, where the campaign can be skipped altogether and respective content is unlocked right away, including some key teleporters (but not common zone ones).
with LE featuring different mechanics, some form of unlocks would drastically improve multi-character gameplay experience.
Title: Double or Triple dot values
Suggestion: make dot builds competitive with crit builds. The specific build I’m trying to make competitive is flame reave ignite stacking with enchant weapon consuming the ignite stacks. Last season it workedish, but crit flame reave was so much better, but bear was then 20x better.
Title: Discord FAQ section
Suggestion: We could benefit from an FAQ on common questions from discord that we can all link to when an already answered question crops up again. Caveat being the FAQ needing updating.
Title: necro minion issues
suggestion: more or better options for the necro to have full fire minions. such as options to change summon skeletons to have fire attacks not just arrows and the wraithlord to be turned into a fire based minion, as well as updates to the fire golem nodes
Title: Skeletal Mage elemental death knights
Suggestion: Rather than the Death Knight node in Skeletal Mage's skill tree overriding the Pyromancer and Cryomancer nodes, it would be delightful if they stacked, producing fire death knights or cold death knights. This would allow running Deathchill golems more effectively; they are the only cold melee minion (even with cold archers being added in S4). You can run cryomancers with the deathchill golem, but then either the golem is outside of your permanent dreadshade, or your dread shade will kill your minions which is annoying and none of the top builds have to deal with. Especially since cold army wants to snapshot Dreadshade with the Lich offhand.
Title: Oaths of Allegiance(idea for improving gameplaye for groups)
Suggestion: 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.
Title: Aspect of Viper changes
Suggestion: Primalist these days kept on getting fire unit conversion despite the severe lack of anything fire passive on its tree so I suggest making Aspect of Viper poison penetration into universal all penetration
Title: QoL for boss prophecies
Suggestion: I wish there was a way to see an icon on the End of Time monolith map with which timeline bosses have a pending boss prophecy - would help save a lot of time going back and forth with the prophecies screen
Title: Smite - Fissure - Erupting Fissure
Suggestion: A node that allows Fissure to scale off of Cast speed and Hit Spell hit damage. Erupting fissure would explode at the same rate Fissure would tick for damage, and can scale off of all of the other DoT nodes under the fissure subsection.
Title: Communication regarding Dev Blog or Patch Note updates
Suggestion: There were changes to blog posts and currently people are finding out by a circulating reddit reply. I think it'd be ideal to track dev blog, patch note, etc changes in a singular post and broadcast it when it's updated. This way people are notified via proper channels and don't find out in sort of awkward ways.
Title: tease us with skill MTXs too!
Suggestion: Please let us also see the new skill MTXs you have developed for the upcoming major patch, so we could have a nice look at them, it would be nice to have a reel of all of em
Title: Potion drops from bosses
Suggestion: Would you consider buffing the amount of potions that drop from bosses with increased potion chance? i recently played a potion oriented acid flask with elecoe's and was surprised how little potions drop from bosses compared to echoes even with alot of chance to find potions equipped. it would enable alot of potion focused builds which seem like a fun archetype.
Title: Doppelganger's Facade
Suggestion: Change the health gained on shadow creation from the crafted affix so that low life can also use this set as this is supposed to be the shadow set and low life is a big part of bladedancer. Health versions doesnt really care about this stat because leech exists and you can also get this stat from tree, and this part of the affix only limits it from being used for lowlife.
Title: Useful Pets
Suggestion: Now that the game is Pay To Win, can you have the Pets be more useful but giving them attack skills, spells, buffs, abilities, and even an Ultimiate attack? Before they were just floating or running around useless, and a waste of time. Also dont make them so weak or that would be the purpose of them having abilities at all. Since you charging people cosmetics but also microtransaction (hopefully its micro not macro?), have them be strong along with your character. Have the Pet be able to level it up, and unlock their abilities. No more boring pets. Also please please dont use Ai to make new ones. Unless you are that stupid, and uncreative that your brain cant come up with a design, you will destroy the game and waste your money buying LE. It will crash and burn if you ruin the game. Look into DLSS 5.
Title: someway to announce certain mtx is on sale
Suggestion: right now the only way to see if anything is on sale is by going directly in the store. A tweeter, reddit, or forum post to announce sales of the week would be nice and cause more people to engage the store more often
Title: Game Guide mention of Proc Caps
Suggestion: Mention that proc caps are listed on the skill or item that has chance to cast. For example chance to cast smite on throwing hit idols has the cap listed on the idol itself.
Title: Add auto targeting to Gathering Storms Lagonian Diplomacy node
Suggestion: Using Gathering Storm with a staff using that node is rather frustrating if the enemy moves, while it is not for ranged Mana Strike because auto targeting helps greatly there.
Title: Rive Pull Area Increase
Suggestion: Does Increased Rive Area also increases the pull area from the 'Challenge' skill perk, that makes the second hit pull enemies in? Couldnt find anything online or in the description. If yes, it might be worth to add to the description of the perk.
Title: fire aura duration
Suggestion: add an affix to increase fire aura duration or make it scale with ignite duration
Title: Rahyeh's Embrace (new chest for S4)
Suggestion: Please remove class restriction (2nd try^^)
I would like to equip this item with my Forge Guard and with the Necromancer too. Even for the Rogue there are options for fire minions.
Keep the affixes as they are, just losen the class restriction please. This body armor would be a welcomed choice to play with for other classes aswell.
Title: More colors for the map icons
Suggestion: Add every color we have in the recolor section
I would like to see all colors, we can currently recolor to in the "map icon" section.
"Map icons" have basic default colors which are not enough to chose from.
I would like to have matching colors on the map, ground and beams.
Every color in every section of the loot filter!
Title: T1 dungeons
Suggestion: at this point of the game we should be able to freely run them.
(copied from the "ask the devs" channel) since we're here, i'm not asking for a campaign skip now as i assume the idea is to get to expansion at this point and set it as a new "point zero" of sorts. but something i've always wanted from s2 onwards was to let us run t1 dungeons without a key.
Most players know the campaign and the system already considers the additional skill points/idols, so we should be able to just level through those right from the start. EDIT: i mean for people that at least once have killed the last boss of the campaign. New players would have to unlock that.
Title: Remove Jormun set's 3 piece bonus entirely
Suggestion: Since the Jormun 3 piece set bonus is intentionally very small so players don't chase it, perhaps it just shouldn't exist? The current bonus looks like a bugged/unintended value and has already caused a lot of confusion, having no bonus at all would IMO be much more clear about the intent.
Title: Suggestion and Feedback Bot Behavior
Suggestion: The bot should send you a DM containing a copy of your original message when it deletes what you said in the suggestion or feedback channel, and indicate to the user that it did so in the channel. Currently it just instantly deletes your message, forcing people to rewrite the entire thing unless they saved it somewhere before sending.
Title: Loot Filter QOL - Rule Management & Stash Flow
Suggestion: With the 200-rule limit in S4, I propose these QOL features to manage filter complexity:
- Rule Portability: Copy/paste rules from one filter to another.
- Condition Duplication: Duplicate conditions within a single rule.
- Condition Reordering: Drag-and-drop or click-to-move conditions within a rule.
- Stash Quick-Deposit: Use filter rules to automatically sort items from inventory into designated stash tabs.
- Visual Fix: Restore the solid "White" recolor background. It currently shows as transparent/default since the S3 update.
These changes would significantly streamline filter management and inventory flow. Thank you!
(This was written by @covert hill; I'm just reposting it because they were having some sort of technical issue with zero-width spaces, causing the bot to instantly reject their suggestion.)
Title: Twitch schedule for planned streams
Suggestion: Since the studio does host twitch streams that are planned on their official channel, maybe setting up the twitch schedule thingy such that any planned streams are listed there? Or am I going crazy thinking twitch actually allows scheduled streams in that section?
Title: Reduce Guaranteed Slam Power
Suggestion: The patch notes include a major nerf to item upgrades through imprinting. While somewhat warranted, it may be overcorrecting. In my opinion, the biggest source of easy power comes from the guaranteed slam on legendary items - especially on 1LP items, where the gap between a T7 affix you need and a T5 affix you don't is simply too large.
My suggestion: have the guaranteed affix drop one tier upon transfer - e.g., a T7 on an exalted item becomes T6 on the legendary. This way, your first 1LP Red Ring is still a meaningful upgrade, but if you're willing to risk bricking a few, you can still chase T7 by gambling on a random affix (which would not lose a tier). Imprinting items is much more fun way of obtaining items then guaranteed slams.
Title: spells on uniques / items
Suggestion: i have a suggestion or request for you guys in the future and maybe you guys aready hard at work on it but i love for items the grant you a skill your class doesnt have to once you wear it. it becomes modifiable or pick able as a spell. example there these gloves called "Rule of the Simoon" and i want to be like a melee guy thats not a shaman but still modified it so i can convert its damage into fire ect.
Title: Instant NPC Dialogue Text Display Option
Suggestion: 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.
Title: Access the 2nd part of un-selected masteries
Suggestion: Dropable jewels from Harbingers that you can socket in the un-selected masteries to put points in a radius .
By the time you get to harbingers you should have the ability to do this without breaking anything . There are some strong synergies hidden behind the locked part of the masteries . Something like a jewel slot/gem insertion that lets us select points in a radius , maybe in a grid like torchlight infinite does , would help !
Title: Shroud of Cinders & Void Conversion
Suggestion: it would be nice if SoC converted Fire Aura's base damage to Void and converted things like Fire Resistance Shred Chance inflicted by Fire Aura (Flame Walker) to Shred Void
Title: MTX for Reaper Form
Suggestion: It would be great if there was an MTX in the game that turns off the Reaper Form and leaves the character's normal appearance (including other MTX), for example like Glyph of Stars in WoW https://www.wowhead.com/item=44922/glyph-of-stars
Title: unique item corr
Suggestion: give unique items that summon minions a chance to corrupt into alternate versions (just visual) example: T-Rex can turn into bee-rex
Title: Point allocation to acquire Tsunami
Suggestion: Arctic Chill to Tsunami should be 2 points instead of 4. You have to spend 3 more points after Tsunami to get the full effect. That's a lot of investment, and Maelstrom is already a very point hungry skill tree.
Title: Sigeon's Shield
Suggestion: With 33% thorns idol nerf we lost dps for self-bounce Shield Throw by 33%. Could we make Sigeon's give +2 or +3 per 10 vs. +1? Also, maybe make ret charge based... IE block gives x charges @ 100 retaliate, bosses give x2?
Title: Forge Guard Passive Adjustments
Suggestion: Battle Hardened Phys Resist shared with minions. Shield Breaker reduce/remove inc mana cost. Flawless Defender half or less flat armor normally and the rest with a shield. Liquid Iron replace Phys Resist with All Resist. Avatar of War Threshold effect not consume Stalwart stacks, is shared with minions.
Title: Manifest Armor Skill Tree Adjustments
Suggestion: Replace Vengeful Guardian effect with Increased chance to retaliate with Forge Nova. Replace Thornmail with Manifest Armor has a chance to retaliate with Smelter's Wrath instead of Forge Nova. It uses MA's stats and your skill tree.
Title: Ring of Shields Skill Tree Adjustments:
Suggestion: Make the healing from Healing Shields and Martyr Shields a subskill that scales with Increased Area and gains Healing Effectiveness from Attunement. Make Iron Form only trigger on Direct Cast. Replace Shield Spike effect with added Spell Damage for RoS based on your Damage Reflected to Attackers (flat) stat. Add the flat Fire damage from Touched by Fire to RoS as well. Change Wreathed in Flame from Inc Melee Fire Damage to Inc Fire Damage and it also affects RoS. Replace Coating effect with consuming a potion cleanses Ailments on nearby allies.
Title: Forge Strike/Forged Weapons Adjustments
Suggestion: Increase chance to summon Forged Weapons from Forge Strike to 40% base. Add either Health or Damage scaling (not both) to Forged Weapons from Strength. Add Armor/Phys/Fire Shred on Hit to Shrapnel. Allow Arcane Welding to grant Ward when Forged Weapons are summoned from any source. Remove the Attack penalty from Rewarding Craft.
Title: Meteor Mana Efficiency Idol Affix
Suggestion: Introduce "Meteor Mana Efficiency" as an idol affix.
Title: Shield Throw Ricochet Off Terrain
Suggestion: Allow shields to pierce enemy and bounce off terrain to give us more single target damage which is very lacking.
Title: MTX based on what there is already in the game.
Suggestion: MTX based on the normal clothes of characters, I prefer to use the mage classical gear from trailers than the shiny magical MTX that do not fit LE (personally)
title: i want to be able to gain mana back on crit
suggestion: would open up a lot of builds if a percentage of mana was refunded back off crit only
Title: Filter Options for Corruption Ladder (SAF/SCF Separation)
Suggestion: It would be very helpful to add a filter option for the corruption and level ladders that separates SAF (Solo Account Found) and SCF (Solo Character Found), similar to how Normal and Hardcore are currently separated. This would allow players to compete more fairly without being directly compared to players who benefit from party play or access to the Merchant’s Guild and trading systems.
Title: Implement a Party Size Experience Boost in Last Epoch
Suggestion: Add a scaling experience gain bonus based on party size (e.g., +10-15% increased XP per additional party member beyond solo, up to the max party of 4), applied to all party members when playing together. Currently, multiplayer offers no direct XP incentives beyond faster clearing from teamwork, while enemies gain substantial health scaling (roughly +50% per extra player). This often makes larger groups feel less rewarding for progression compared to solo play, especially for casual groups or friends leveling together. A modest party XP boost would encourage cooperative play, reward grouping up with buddies without overpowering solo efficiency (as the devs intend to keep parties only slightly more efficient overall), and make multiplayer feel more inviting particularly since shared loot, buffs, and faster kills already provide natural synergies. This change aligns with making partying fun and socially rewarding rather than a pure efficiency penalty due to tougher mobs, helping retain players who enjoy co-op without forcing it as mandatory for optimal progression.
Title: Loot Filter Rule # and Description how on items picked up
Suggestion: I often find myself wondering why I picked up XYZ and have to drop it to understand what rule it was tied to. Would be cool if it showed on items in someway, something we turn on or when we press alt or something so I can easily know why I picked up an item
Title: additional loot filter rule for idols
Suggestion: How about adding rule for idols which will show only items with x%top roll? it will be awesome for idols filtering. Far better than clear filtering by stats. Example idol with 2 stats rolling 11-20. with top 90% it will show only idols with at least 38stats
Title: let spellblade dual wield scepters
Suggestion: if this is too imbalanced, make it unique scepters so firestarters isn’t a double more stack.
title: we might not have enough time to earn twitch drops. it's short event with 8 hours watch time.
suggestion: can we increase the event time to week instead 3 days or decrease 8 hours to 4 hours? or maybe both?
Title: Helm Cosmetic, that hides the helmet
Suggestion: A cosmetic that visually hides the helmet, giving you more freedom in designing your character.
Title: Loot filter, apply to vendors
Suggestion: add a check box to vendor windows that applies loot filter for easy checking/buying
Title: Shadow Cascade lightning conversion and maybe Shock adjustments?
Suggestion: It would look soo cool if we get a lightning conversion of shadow Cascade cause it would look soo cool cool with shadow rend and Lethal mirage lightning.they both can cast SD. And additionally you got a reason to play lightning bladedancer
Right now melee lightning is weak cause of shock is not a good ailment and you have no reason to stack them. The stunn effect is not good enough for bosses.
The oceareon rings give not enough damage (multiplicative) to compensate it.
Title: Necromancer Controller Support
Suggestion: Add something that lets you chose a specific Minion for Dread Shade
cause currently it targets a random minion mob, which makes necromancer for controller player extremly unpleasant to play
adding something similiar for abilities like infernal shade and others that need to target a specific minion
Title: Void Healing Hands
Suggestion: Node on skill tree or passive tree to make Healing Hands a Void Skill and not heal.
Title: Character Downloads
Suggestion: The ability to download characters from online play to use in offline play.
Title: Ghostflame and Detach
Suggestion: Make the Detach mechanic in Ghostflame the default functionality of the skill. As you channel longer while stationary, you spin off Ghostflames that seek enemies.
Other suggestion: If you convert the skill to movement, you disable the base Detach mechanic.
Why? The detach functionality is really cool, but it is so point heavy it is impossible to make work while dealing damage. You need 9 skill points just to make it useful in the current tree (5 for the main Detach node + 3 for duration and 1 for enemy seeking). With 6/9 of these points in the base skill, it frees up further interactions with Detach such as duration or speed of Detached movement, etc. It could function similarly to Bladestorm.
Title: Allow Dye for MTX
Suggestion: Hi, I hope you guys add a fonction that allow us to be able to Dye MTX because some look nice but the color is not matching other MTX and that look very bad so i don't want to buy them.
Title: Cosmetic Shop Structure
Suggestion: hello ! would it be possible to have a "most recent" or "new" tab in the cosmetic shop so we can have all the newly added cosmetics in one bracket, i was just skimming through the new cosmetics which were announced and it was kinda hard to distinguish between "old" and "new" ones (not that it technically matters, would just help on season start for overview).not sure if the featured category covers all new additions. cheers
Title: Twink Gear Altar
Suggestion: Add a Woven Echo that gives us the ability to remove the level requirement from a piece of gear. I'm imagining something like the Farsight Turtle's altar. Except it should be on the back of one of those giant eagles because I'm always sad when Talon dies and would like to ride around on a giant eagle that doesn't die.
Title: Forge QoL
Suggestion: Any chance we could finally get the forge to return our item back to where we were wearing it when we close the forge, it would be a small QoL but so nice addition instead of being reminded that we stored something in our "accidental stash"/forge. This should only work if the item was moved from wearing it to the forge, not inventory. So that when we leave the forge it automatically goes back to where you were wearing it.
Title: Call of the Firstborn Uber Aberroth QoL
Suggestion: Call of the Firstborn from the Weaver Tree is a node that gives a chance for a Boss Woven Echo to be duplicated upon dropping, it should also affect Threshold of Eternity drop from regular Aberroth so we don't have to suffer doing the cutscene thingy for Aberroth so many times
Title: empowered frogger mode
Suggestion: Frogs eats a bee (low life?)to empower itself or give them the aestitic for the people who enjoy seeing frogs eat bees. maybe give it haste/frenzy ?
Title: Keyboard Movement - Movement Abilities
Suggestion: make it so we can just select this for individual abilities/evade
this is just incredibly frustrating when whatever skill you want to use doesn't work the way you want it to
ie: just a checklist (or tied to the action bar if that's easier), for example:
1: Movement Direction
2: Mouse
3: Mouse
...
Evade: Movement Direction
Title: PLEASE DISABLE CLICK THROUGH UI MENUS
Suggestion: 4 seasons on and in point and click mode if you click an item in your inventory to equip it (with force move on right click), it also moves your character to that position on the screen... why is this still a thing? I get a drop in a map and I end up running about into enemies while trying to equip/sort my gear. Disable click through UI.
Title: Separate Keyboard movement - Movement abilities per skill
Suggestion: Dodge roll and each movement skill should have their own "Follows Cursor" and "Follows Movement" drop down menu.
Alternatively: Make a 4th option where dodge roll follows movement and movement abilities follow cursor.
Thank you.
Title: Lack of documentation for firewall requirements on connectivity to LE servers
Suggestion: 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.
Title: Add new attribute conversiones to ingame guide
Suggestion: Attunement is converted to apathy but in game guide if i search apathy there are 0 results.
Title: Make Idols show their refracted value on the tooltip.
Suggestion: Currently, when you use an altar with "Increased effect of suffix/prefix on refracted slots" the idols in those slots still show the same initial value.
Would be nice knowing how much my idols are currently giving me without having to look at character sheet or doing math.
Title: New converted atributes in-game information lacking.
Suggestion: #💬┃general message Someone brought this up here; it'd be a good idea to add converted attributes (maybe even if only this season if its seasonal?) to the in-game guide.
Title: Loot Filter Inheritence/Composition
Suggestion: Allow loot filters to point to other saved filters as baselines for their rules, to allow easier management/updates of filters STRICTLY INGAME between patches.
eg One master filter saved with many rules that shows generically useful high end/chase gear, then have other filters able to reference those rules, and
ammend a few highlights such as immediately useful items my current character, without impacting other filters I have saved.
e: changed to include composition bc it should support groups of rules for many:many instead of one:many
Title: PLEASE DISABLE CLICK THROUGH UI MENUS
Suggestion: 4 seasons on and in point and click mode if you click an item in your inventory to equip it (with force move on right click), it also moves your character to that position on the screen... why is this still a thing? I get a drop in a map and I end up running about into enemies while trying to equip/sort my gear. Disable click through UI.
Title: Optional Spriggan Form Appearance Toggle
Suggestion: I would really like to have a option either via a menu toggle (hell I would even buy a Clear Skill MTX for it to hide the form) to disable the appearance of Spriggan Form, so that it doesn't override nearly all MTXs all the time. It is really a bummer having such cool stuff laying in the appearance corner, but not being able to see it since some builds are in perma Spriggan Form.
Title: Cosmetic shop QoL
Suggestion: Add a preview option for the cosmetics so that players can see the effect and look of the cosmetics for their character in detail.
Title: Better Organization for Item Filters
Suggestion: Add a nesting folder system to organize our filters. Implement a system to select multiple filters at a time and move them to folders or delete them.
Title: Private Leagues
Suggestion: in the title. I need a way to spend my Epoch Points that isn't MTX as i generally don't feel the need after I bought a supporter pack 🙂
Title: “Mark As” feature
Suggestion: would be neat if we could mark multiple items as junk, and sell, drop, or dismantle them in rapid succession. Would save a lot of time 🙂 (apologies if this is already a feature, I’m new to the game)
Title: Mark the node when a level is removed by item changes
Suggestion: when you change an item that gives +X to a skill level is removes points from that skill. If you're super familiar it can sometimes be quick and easy to find what was removed, but sometimes it can take a while. When the skill is next opened after this change, please could the node be marked/highlighted that had points recently removed due to this?
Title: nemesis UI : color/highlight the uniques better
Suggestion: border highlight uniques better (kinda easiar for the old version for me to see the uniques. UI upgrades are good just need to be able to know what im looking at faster in monos.
Title: Transmog & Aesthetic as focus for next step.
Suggestion: LE for now should focus more on casual players needs because they make up around 90% of the player base for games (if we like it or not) nowdays and provide the most stable and consistent revenue and player. Unlike hardcore players, they value simplicity, visuals. If a game is too look bad visualy and have no immersion - such as nice looking armours, characters not appealing, lack of transmog system - they are more likely to quit quickly as how character look is important metter of character progression at all it's video game.
As example im a hardcore gamer which spent thousand of hours - but my wife is pretty casual and she enjoy different aspects of the game. I think it's better as first step to focus on the casuals and not hardcore games to fill the player base and make stable revenue for company.
So: She enjoy more how character looks like. And this is the worst part of the game: armour design as example of primalist.. Those armours should focus on "primal" look Dungeons and dragons barbarian furs, coats.. better shapes of wolf head armour with cloak as example. Just compare primalist to barbaarian in diablo with furs to a primalist "crab" armour.. who will pick crab armour? check: Reindeer cloak in crimson desert
That’s why cosmetic systems like transmog are so important.
For now even buying nice looking helmet makes us looks like "clown" as helmet doesn't fit any armours. So it's not a great deal to buy it even if we like how this helmet looks like. It will not fit aesthetic and look of a pijama with a official suit mixed.
Focusing on aesthetics of armours for one update increases retention. No matter what gameplay add - people will not come as it will be same.
It should be next step VU of armours and aesthetic and it's also upgrading experience for more hc players like me - while i also like aesthetic and it gives me more fun than nice looking skill if character looks good.
Title: Affix Count Forge Loot Filter
Suggestion: Ability to filter items containing affixes we have less than X amount in forge
Title: [Campaign Skip]
Suggestion: Hi, My suggestion is a campaign skip, maybe from first character but definitely from the second one onwards, no keys nothing like that, just endgame so that I do not have to play trough everything in the campaign again, this would get me to play the new season, as it stands for now, no. This is just one guys 2 cents, thanks !]
Title: ShadowRend
Suggestion:
Has a lot of cool unique potential for the first/second slash. Such as a parrying dagger, Nodachi, or High Capacity Quiver
Title: Spellblade - Firebrand
Suggestion: A New node that transfigures the skill to cold-based
Title: Left click to use abilities with WASD movement
Suggestion: Why when WASD movement is used must the player hold down SHIFT to cast for example Bladestorm? It is a completely unnecessary step. If a player left clicks with such an ability then the skill should cast on the cursor's location without enforcing SHIFT to be held. The current implementation is clunky for no reason. If need be then add this as a second Alternative mode under Interaction Mode in the game's settings.
Title: Lens holder in prophecy screen
Suggestion: A small holder on the side of the screen in the prophecy menu's would be nice so that swapping through lenses is way more QoL. Right now it's required to keep them in stash and swapping out is just a bit tedius so this saves a few clicks
Title: Allocate passive in passive trees
Suggestion: A mechanic to allocate a passive in any passive tree of your class to get the secondary effect.
For example allocate a node that normally would require 3 points(and pathing) for +1 maximum skeletons
Title: Disconnects / Server Drops Should Not Destabilize Echoes
Suggestion: Make it so that if the server disconnects you while you're doing an Echo, it doesn't destabilize the echo. I've been dropped from the server four times yesterday and today. Players shouldn't be penalized in echoes for server issues.
Title: Shadow Rend - Attack Speed
Suggestion: Current state takes a LOT of attack speed to finally feel ok, feels really bad at lower levels. Potentially drop the base attack/cast time to make this feel better earlier on and not require so much attack speed.
Title: Add the option to upgrade the Supporter Pack to higher tier
Suggestion: Adding an option to in-game shop to upgrade the pack to higher tier. Got the 43 Euro Fractured Vanquisher pack, after playing the season i want to support the game more. To get the top one i would need to pay another 64 Euros to only get content from the top pack. As much as i hate to admit it, i would love to have an option like PoE has to pay the difference in pack prices just to get the cosmetics
Title: Search Character Stats.
Suggestion: just a search function on the stats page that will highlight the exact stat you are searching for.
Title: Filter Idol Affix Values
Suggestion: Allow us to filter loot by idol affix values. This was sort of manageable the last 2 patches just because Weaver idols were strictly better than other 1x1, 1x2, and 2x1 idols. Altars are great for making more idols have some usefulness, but this really puts the loot filter issue back in the spotlight.
Perhaps the existing affixes can be broken up into Tiers 1-7 even if (just for those affixes on idols) the tiers are equally weighted, so that we could filter those affixes by tier the way we can filter other affixes. (This specific part of the suggestion is to address the implementation issue of how filter rules would be set up when different affixes have wildly different value ranges.)
Title: Only Evade follows Movement in WASD Mode
Suggestion: Add an option so that only Evade uses movement direction in WASD Mode. Any other Skill should use the mouse pointer. Makes skills like: Shift, Surge, Shadow Rend - those with "short range" - actually playable.
I really cant fathom how this was not added in the first place when WASD was introduced. I havent been able to play Rogue since then,i really want to but its literally unplayable. Can't go back to mouse movement either, since its so many times less accurate. Please add this, because every other game has this and you get used to it because it IS better.
Title: Inventory Tab Filter by Affix Level
Suggestion: Some affixes are sold for crafting and we can not configure tabs for things you want to sell and things you want to keep. You would keep T7 exulted items but selling T6 and lower. The issue is you cant configure the tab to split T7 from T6. Please add support ❤️
Title: Gift option in premium shop
Suggestion: I want buy skin for my wife from my points but i can't use my points to gift for other players.
Can you guys add gift options? for sure it will increase a little income - as "gifting" with a message will be popular for christmass and other ocasional time.
Title: Make Timer More Visible In Soul Foundry Echo
Suggestion: As the title says. It's very unclear how to tell how much time is remaining.
Title: Hide other peoples minions/summons
Suggestion: When playing with several people who have summon heavy classes, game readability becomes very difficult. I'd love to have an option to turn off other people's summons.
Title: Improve Memory Amber Echo Reward Type
Suggestion: The amount of Memory Amber given is very bad. On a level 90 timeline with all 3 tiers of the reward (for doing extra enemy kills/stability) it gives about 250 (got 246). You can get several times this just in a Tomb. It also combines incredibly poorly with Sepulchers. In a Sepulcher next to a Memory Amber echo, the Sepulcher chest for it gave 18. The Memory Amber type echo is nowhere near worth the cost of investing in the Weaver Tree (3 pts to make it appear slightly more often than Exalted echoes) or taking time to do a Memory Amber echo instead of doing an echo that gives useful runes, 1-3 unique items, etc.
I'm literally spending 60 of that 246+18 Amber just to refund the 3 points from the weaver tree. (60 isn't a lot, but it just goes to show how little that echo type gives.)
Title: New unique item focused around the Bladestorm skill
Suggestion: New unique item - Serrated Ring. Effects: [+1 Max Bladestorm], [+10% bladestorm hit rate], [-20% bladestorm damage (multiplicative)], [-10% bladestorm ailment application chance (additive to the base -40% on the skill, up to total -60% with 2 of this unique item equipped)]
Title: Circle of Fortune Lenses
Suggestion: Enable players to set lenses in one spot for all telescopes. Maybe a choice between lenses per telescope and one set of lenses for all telescopes.
Title: Endgame suggestions
Suggestion: https://www.reddit.com/r/LastEpoch/s/2seIjKUQr7
Linked it instead of writing because the text is too long haha
Title: Bee per 10 idol affix too rare
Suggestion: With the new Bee set (Thank you for this) these idols are basically required. So please increase the drop chance from .1 weight to .2 weight. Would keep it 5x more rare than other affixes, but at least playing self found (CoF) you would see them slightly more frequently.
Title: Longer Echo Chains and Default Behavior
Suggestion: 'Normal' non-themed echo chains should be longer. This could be by default or via additional weaver tree points. Alternatively, I also think echo chains should be the default, and with the option of going back to the old style via the weaver tree.
Title: Ladder Functionality
Suggestion: Have the level and corruption ladder record snapshots at fixed time points, that can be viewed (say end of day 1, 2, 3, week 1, 2, 3 etc). This provides us with a useful tool for community-led races (e.g., highest corruption by end of week 1)
Title: Skin that change entire model - colaborations & gender swap
Suggestion: Create tech to replace entire model for purpose of making epic skins that enchances identity of the fantasy of the class allow colaborations that will make LE appear in new listings and gender switchs for players who like class fantasy but have issue with playing as man/women. As example like in dota. Switches entire model and allow you to change only weapon. It will remove main minus of the engine to reshape all armours to fit re-shaped character model.
Title: Lock equipping/unequipping gear
Suggestion: Nothing's more annoying than accidentally right clicking some amulet, now your +2 all skills amulet unequips, and you have to go find where it removed your skill points and place them back. I'd love to be able to lock gear so I can't change equipped gear without untoggling that option
Title: Give option to go back to character select
Suggestion: I would like to have option to go back to character selection instead of having Leave Game take me to log in screen.
Title: Give option to trade in arena keys
Suggestion: Give us the option to trade in arena keys & arena keys of memory at the Majelka Upper Disctrict trader, so we can exchange them the same way, we can exchange the other keys....
Title: Use for EXP after 100 or make it harder to reach 100
Suggestion: Reaching 100 feels good but also bad - there's no more exp progression. I think either it should take longer to reach 100 (people shouldnt be hitting it in 24 hours...) or some very small power system after 100 (e.g., +1 to an attribute every 10 levels?).
Title: Simplify UI/UX for New/Casual Players
Suggestion: Players need intuitive UIs when they are new to a game... and with console coming there especially needs to be care about how many hot-keys are needed for different menus and "buried" menus. For example, you could clean up access to the skills and Weaver Tree from the inventory UI.
Other UX items would be
- Update season journey to force Faction selection prior to level 10 instead of a side quest. Many people can miss out on the goodness of CoF (or trade fraction)
- Grant a single leveling blessing, that is a minor blessing, but unlocked much earlier in leveling (20+) to introduce players to the blessing mechanic
- Teleport back to towns, the spot you "arrive"/start in a town when you telerport needs to be MUCH closer to NPC vendors in each town. While this is more of a campaign thing, its a major PiA when you have to run for 30s just to get to the vendor and cant use mobility skills (besides evade)
- Uncommon/Rare affixes put a ranking next to item affixes (R1-R5)
- Undo 1 Passive point. Make the cost of undoing 1 passive point be 5x what the combined total reset value would be, but allow players to remove 1 passive point at the Mastery Reset vendor. This way a simple misclick could be reverted without redoing the whole passive tree
- Exit options need to include "Character Selection" and not force me to logout to change characters
- Lock/Favorite gear & Mark Gear as "Trash". This way I can favorite certain gear and give it some type of armor icon in the right corner preventing it being corrupted or shattered. Same with marking an item as trash, so that I can come back later and shatter it.
- Alt players in a season side-quest skip up. If you have a character that has beat the final boss of the campaign in a season, then there should be an option to skip/beat some boss to unlock all of the idol/passive points from the side quests for alternative characters. This still would be a compromise from full season skip, but still allowing for 2nd characters to progress faster (which encourages more play time with different classes)
Title: Better CoF Prophecy Displays
Suggestion: I'm sure by now many people have asked for a better way to see Prophecies on each telescope when trying to select them (which I would also like to see). While that on it's own would be nice to have, id also really like for a better solution when it comes to seeing what prophecies you already have.
One annoyance I find myself going through often is having to hover over all of them to remind myself what objectives I ended up taking and to figure out what is left to do. I thought of a few solutions that would help with this:
- Sorting all prophecies by objective would go a long way i.e all "Kill Emperor of Dragons" prophecies are sorted to be together vs the current order being based on how old each prophecy is.
- Some sort of list view that lets you see what you have, it could be a collapsible panel or a setting to change how the prophecy window is displayed. Here it could state info such as 5x prophecies: kill emperor of dragons, 2x prophecies: kill t3 amber elementals ect.
- Some sort of glow/icon added to the dungeon entrances and every timeline waypoint in monos as a way to indicate you have a prophecy for that zone, maybe when hovering over the waypoint to the area a tooltip could be added saying what prophecies are available in that region.
Basically, any sort of way to quickly know what you have left and where would be nice. Even something as simple as just sorting them so same objective prophecies are next to each other would go a long long way as qol.
Title: Echo Reward Icons not Bright Enough
Suggestion: The Echo Reward Icons were changed this season and are not visible enough to be recognized unless zoomed in. Please up the contrast on them or make them brighter so they are more easily recognizeable without having to zoom in or hover over them. On my monitor the difference between them is so minute I have to hover over the icon to tell what it is.
Title: Stash interaction improvements
Suggestion: Add hotkey+mouse combo to override an already active stash priority and place the item in a currently opened stash window instead.
example: I have tabs for each item type for exalts, but I also have a tab for CoF influenced items to ascend. With each exalt tab having a priority, all the ascendable items that happen to be also exalted, need to be dragged and dropped. Solving this would also help with idols sorting or, if one is in MG, with general sorting (trade context brings too much complexity to be alleviated through general filters like the current priority system)
Title: Arena Gas-Pedal
Suggestion: Please add some kind of speed up mechanic for builds that can handle it into arena style encounter, oneshotting the wave and then waiting 5-10s for the next one gets lame very fast 😄
Title: Arenas Weaver Tree
Suggestion: Two-part suggestion. First, related to the above, maybe this can be tied into the Weaver Tree. Maybe a node that makes multiple waves spawn at a time. E.g. make it a 2-point node and each point makes 1 extra wave spawn at once. 0 pts = 1 wave at a time (normal), 1 pt = 2 waves at a time. 2 pts = 3 waves at a time. Second part of the suggestion, improve / consolidate the existing Arena nodes on the Weaver Tree. Arenas still spawn too infrequently at their base rate to make 5 points into increasing their spawn rate 75% worth taking. Maybe the Arena spawn chance one should be 25% per point and 4 points max or even 34%/max 3. Super Arenas also don't feel impactful enough to take another 3 points. Maybe at 2 points (50% per point) that one would be alright.
Title: Give Smoke Cloud a Dexterity Tag
Suggestion: It feels really bizzare that this is the one rogue skill lacking a dexterity tag, everything else has one. There are several options: duration, throw speed, mana efficiency, area. There's several things that shouldn't make the skill broken for one tag. This also affects the value of skill affixes like dexterity skills get +# to level.
Title: Wishlist + mtx for Judgement Aura
Suggestion: Make it so we can wishlist mtx on the store pls. Also pls make an mtx for Judgement Aura (maybe red, black or purple circle? something that's easy to see), so I can throw more money at u guys. 💸
Title: Cherry Blossom Skill Effect Set for BladeDancer
Suggestion: I saw the unreleased Shift by mistake so i ask for more skills now haha. Dancing Strikes, Shurikens, Syncronized Strike/Lethal Mirage and Shadow Rend would all be very good for this theme. Dancing Strikes first please. Thanks
Title: Indicate in UI when imprinting an item that isn't a global drop
Suggestion: The imprint system cannot drop boss specific items, only global drops, and so it is almost never the intent of the player to imprint a boss drop. This seems like it deserves a warning system of some kind. Maybe not a full popup, but at least some indicator in the Weaver Tree UI that something is funky, with a tooltip explaining why. Even experienced players probably sometimes forget that a particular item isn't a global drop.
Title: Dancing Strikes - Controller Support
Suggestion:
- On button press == Dancing strike attacks in place *no movement
- On button press with Directional stick == Dancing strike attacks with movement, moving towards control stick direction
Title: The Forum needs a complete redesign
Suggestion: Guides, FAQ's and other ways to welcome new players should be at the front and foremost of a forum, they are usually handled by stickied threads.
The way the forum is designed now, it's bombarded by "I'm not playing this season, steam charts bad, game ded" and responses from people with 10,000 forum posts posting the exact same things they've been posting for 5 years now. Those kinds of things should be buried in sub-threads, while exemplifying all the new things that came with this season should be front and foremost. This game has seen so many meaningful fixes, but the forum is a total wasteland.
Title: Omen Window size in weaver tree
Suggestion: provide nodes in the weaver tree that we can use adjust the size of the omen windows. Male the base radius larger and give us the option to male it smaller or larger for different builds
Title: Weaver Tree Node - Disable Idol Reward Type / Disable Affix Shard Reward Type
Suggestion: Add two nodes in the right-hand-side cluster to disable the Idol echo reward type and Affix Shards echo reward type. It's easy to be absolutely drowning in idols already, between prophecies, shrines, and enemy drops. Affix Shards aren't hard to come by either between prophecies, Runes of Shattering & Removal, and enemy drops. This would fit the similar pattern of the cluster allowing the disabling of Glyphs, Gold, XP Tomes, Arena Keys, Runes, and Beacons (counting the spiderlings node as basically part of the cluster). This would also better support targeting equipment reward types (rare [specific type] items, exalted [specific type] items, unique item, set item, and timeline-specific unique/set [specific type] item).
Title: Show Base Critical Strike, Increase Critical Strike and Overall Critical Strike separately
Suggestion: It is super difficult to calculate a skill's actual crit rate since increased crit rate is merged with base crit rate. Splitting these values will allow us to easily know the actual crit rate of a skill by simply adding our crit base, weapon base crit and skill specific base crit and multiplying it with increased crit.
Title: Alter the visial effect of smoke bomb to be as readable as the paid cosmetic
Suggestion: I have a hard time telling exactly where the limits of my smoke bombs area is, especially as it slowly expands. I saw a youtube video with the mtx that makes it completely clear exactly where the limits of its coverage are and I would love for the base skill to be as clear if not more.
Title: Timeline Blessing Information
Suggestion: Currently mousing over a timeline on the map tells you the name of the blessing you currently have equipped, but not what the blessing actually does. It would be helpful if that information was actually available in the same hover tooltip (without requiring you to check anywhere else) as the current design means identifying the optimal blessings and timelines to focus on is more tedious than it needs to be.
Title: Stack Identical Prophecies
Suggestion: In line with other feedback to clear up the prophecies list, stack identical prophecies by just increasing the "fulfilled" denominator. E.g. if you have two identical prophecies that are kill Heorot (or whatever) for the same matching reward and one is 2 fulfillments max and the other is 1 fulfillment max, then just stack them as max-3 fulfillments.
Or, though this is a bigger change and probably more work, group all prophecies by objective (there's only a finite number of objectives - and maybe in the development process near-identical objectives could just be merged going forward - so could probably have its own dedicated UI with each objective in a particular spot) and then per objective list all the rewards the player's prophecies will provide.
Title: stat in Trade searching menu
Suggestion:
I playing Rogue shadows build now, and didnt found any information about sealed affix about "Dodge+Shadows amount" in searching box
i see only "Dodge" Suffix but nothing about shadows+dodge
Title: "Placebo" unique item
Suggestion: A unique item called "Placebo", which gives an extremely high armor multiplier against poison damage. This does nothing on its own, since poison damage only comes from DoT, but will obviously be usable with armor applies to DoT modifiers. Similarly there could be an item called "Nocebo" that multiplies poison hit damage dealt, but I'm not sure if that could be used for anything.
Title: Guide of spells and navigation
Suggestion:
When i was played PoE2 i was found any information and any details about passives,actives skills and others stuff, about every aspect of mechanic, in game.
i could click on menu with skill and see all details of it.
in Last Epoch i barely can see some information INGAME Guide, and when i click on item and see there some aspects,
For example, i want to see what gives me affix +1 to Evade, or +1 to Swipe, Game gives u 0 zero information about skills, u must google and see what it exactly, its uncomfortable, in menu of skills or passives u can find more info, but if u click on items u cant find any information about it, u must tag it "Paladin skills" or "rogue skills" etc, if u wont spent much time on it, for better navigation, or provide better information, like having menu "Pin" on item and seeing detailed information about every passive, every active skills including in item and all details of it.
Title: Faction Navigation
Suggestion: Right clicking on the "Visit Observatory" button in the Factions window should immediately teleport you to the Observatory.
Title: Monolith Navigation
Suggestion: During the campaign there are a few points where you're offered a "return to previous location" button on the map after exploring a side area. Something similar would be a nice addition to endgame, like "return to last visited timeline" accessible from anywhere on the map.
Title: EMERGENCY PATCH
Suggestion: Buff imprints from 50% to 75% and change MUCH less exalted affixes to SLIGHTLY less. Current status is BROKEN players leaving.
Title: More localization
Suggestion: Add Traditional Chinese, there's simple Chinese in the game already, shouldn't be too hard to implement.
Title: Please consider lifting the restrictions of gifting between friends via resonances
Suggestion:
Context: I started playing at the beginning of the season and I am having a blast. I have talked few friends into buying the game and playing with me - they have played some ARPGs before, so they do not need babysitting and they are enjoying the campaign at the moment, while I am pushing corruption, talking about the game and providing guidance on our discord.
Other friends are no sweaty tryhards like me who spends most of my free time in the game, they have already played the game before but they play few hours a day, having slower progress then I do.
I drop a lot of items which are useless to me and not worth my time to sell at the MG, however they would be very helpful to my friends and make them happy, but unless i spend hours of running the campaign / low level echoes with each of them to get resonances, I have no way to gift them the items.
I understand that resonances are a clever idea to help with RMT prevention (however by quickly checking the RMT sites, it seems that RMT is thriving via the Merchant's Guild anyway taking a hardly noticable hit via the 15% tax).
If you insist on keeping the resonances, please consider tweaking the system a little:
- Allow trading without resonances between people, who have been in each other's friends list for at least xx hours? (as far as I understand most RMT needs to happen almost instantly, so having this kind of delay would be at the least VERY inconvenient for the RMTers).
- Consider adding a Guild system (propably a different name since we already have Merchant guild 🙂 ) and a "Guild bank" - similar to the way those work in for example World of Warcraft? (again, possibly with time restrictions if you need to keep RMT out of scope).
And - thank you for the amazing job you are doing in the development of the game and listening to the community.
Title: The Ghost Maker change
Suggestion:
(11 to 16)% Chance to Cast Summon Wraith when you or one of your Wraiths kills an enemy
It would be nice if this affix on Ghost Maker didn't summon new wraiths & unsummon existing wraiths when you're at the summon limit.
I've been trying to use this with zombies triggering minion attached infernal shade and the wraiths and/or wraithlord are the ideal candidate to carry a Dread Shade but it gets re-summoned so frequently (& randomly) in echoes because of this that I just can't keep Dread Shade up for any length of time.
Without considering Wraithlord it also reduces the DPS uptime of melee wraiths because they keep getting despawned when they're in the thick of things.
I guess I think something like the behaviour of coldstone elementals from Shaman's Avalanche would be better where resummoning at the limit instead heals existing wraiths.
Title: Beastmaster Uniques Unique
Suggestion: BM only has one unique suited for a "menagerie" build, but the payoff is mild and strictly defensive. A unique that helps builds use many unique companions and rewards you for variety is a niche unexplored. Some examples might be an item that multiplied damage by the number off different ailments. Or maybe one that unifies them. A unique that offers a variety of buffs depending on which pets you're using.
Title: Lagon Fight (Empowered)
Suggestion:
Please remove the tentacle arena from empowered monolith it’s just wasting time and makes no fun.
You just waiting for the Lagon fight nothing more.
I understand that for beginners but for the endgame it’s just annoying.
Title: Omen Idols
Suggestion: Add omen idol stash sorting. Since there are limitations on how many omen idols can be equipped at a given time, sorting them from regular corrupted idols seems important
Title: COF Idol Bonus - "Lucky" Rolls Instead of More Idol Drops
Suggestion: To cut down on the ridiculous number of idols that drop, change the COF idol bonus to make idols roll their affix values twice (some percent of the time) instead of dropping triple idols 25% of the time.
Title: Saving Boss Fights
Suggestion: Currently the timeline stability bar only holds 2 timeline boss fights. But I think having some way to 'save' these boss fights so I could kinda do my own mini boss rush, would be entirely more pleasing gameplay wise. Even if I just had to like press a button and get like 'bottled reign of dragon stability' or something. Like I can save up WE's and Harb Eyes and Dungeon Keys...let me farm the timelines bosses in a similar fashion.
Title: Quick Timeline Switching After Shattered Road
Suggestion: After unlocking the Shattered Road, allow instant switching between Timelines in the same way we can toggle between Empowered & regular versions of the timeline. This would feel a lot better for checking available echo rewards.
Plus, speaking personally, occasionally I've forgotten where I put a woven echo (e.g. placed a bunch, had to log out for whatever reason, or was doing multiple timelines because of prophecy reasons), and having to waypoint around and check each one manually is tedious.
Title: Skip Abberoth RP
Suggestion: Please let us skip the abberoth RP after the first kill. It takes longer to do the RP than to kill him. I also think at this point the initial fight vs. 2 harbingers before abberoth should be removed. Lastly - I also think harbinger eyes should be removed - why the entry cost?
Title: Weaver Tree node to disable echo chains.
Suggestion: Please let me disable echo chains, they are great to farm a specific mechanic but sometimes I want to blast fast through echoes and chains tend to block half of my timeline and force me to often change direction(starting from center again in opposite direction).
Title: Hover Tool Tips
Suggestion: Can the tool tips that come up on the bottom right of the screen be given an option to be moved or moved somewhere more towards the top of the screen, it feels very unnatural in it's current position imo but I'm not sure if thats just me or not.
Title: Stymied Fate change
Suggestion: let it applies to all travellers skills. That would give us more freedom which traveller skills we want to use.
Title: Abberoth group party loot
Suggestion: Same as stability timeline, if team member have the eye it use it and they can loot abberoth item (its sad that we cant stay in group for this to loot)
Title: Weaver tree item slots error
Suggestion: In the weaver tree riches slots we can put item like world splitter or siphon or nihils in the slot but its not items that can be drops with the riches slots, make it so that they cant be put inside the weaver tree so players dont miss use the weaver tree riches
Title: Temporal Fragments through Skarven Bloodhorn.
Suggestion: Thematically it does not make much sense, perhaps due to the sheer chaotic-ness of the Void, temporal fragments show up in the past and Skarven sells them to you for 2000 Bones, 5 of each material (excluding heart) for 12 Fragments.
Title: Stash search options
Suggestion: the option to search t7 roll and search helm and movment speed in one go
Title: mtx suggestions
Suggestion: Can we please get some fire witch/mage armour set cosmetics, i need my dread shade/fissure warlock to look the part
Title: Stash filter for affix Tier
Suggestion: Allow searching for "Tier 6/7" in stash so that it will show me any items with tier 6/7 affixes.
Title: dedicated Weaver tree channel in the discord
Suggestion: Weaver trees seem like a topic worth having a full channel for.
Title: Early Empowered Monos Difficulty Spike
Suggestion: For the past few days I have been stuck on 100 corruption. The enemies are killing me , I cant gain favor to use for prophecies , i cant get gear to scale. I have been hit for 4000 damage on corruption 100. I have full resist and at least 1600 hp for that level of corruption. I was crying. Can you maybe tune the difficulty in a patch?
Title: Respec Mastery - no ingame gold cost
Suggestion: Cash shop item that lets us repec mastery infinite times without costing gold. Perhaps, bundled with the Highest tier supporter pack
Title: Poison Slug DPS
Suggestion: Just check the numbers and overall corruption scaling for poison damage and dot rate. Makes no sense to get one shot by a DoT tick before you can cleanse. Don't spawn them in Omens.
Title: Penance Cooldown
Suggestion: I know you implemented a cooldown on penance to prevent unbounded loops with Bone Golem's bone shatter and hungering souls cast-when-hit stuff but the 0.35s cooldown is kind of awkward with how slowly the bone golem attacks and bone shatter being too early to trigger another bone shatter again.
Could you change it to an X per Y seconds thing as with stuff like aftershock on melee attack idols rather than a straight 0.X second cooldown?
Title: Please consider adding a season quests / challenges /whatever you want to call it
Suggestion: It is fun to have something to work up to - i can always set my own goal like " i want to defeat uber Abby this season", but having some official checklist / season quests is so much fun.
We could have quests like:
Finish the campaign
Reach corrupted timelines
Reach 300 corruption
Defeat Abberath
Defeat the boss of each timeline with at least 300 corruption
Etc.
As a reward I do not need a fancy full animated set, give me a title or a simple portal skin and I am at the top of the world - and it gives me the bragging rights "check my title, i finished the season 4!"
This would also give you some control over player retention - most of us are simple creatures, so if you want to get rid of us quickly each season, make the quests / challenges simple, completable in few days, if you want to keep the players playing more every season - make the quest list more grindy (and based on my experience people who invest more time into the game tend to invest their cash to the game = win win for all of us).
I would be even okay (and I am sure that this will be a VERY CONTROVERSIAL topic) with free section and paid section, which could be included in supporter packs / purchased for the ingame coins (in case i do not like the skins included in supporter pack, but I want the paid section), the paid section giving some more skins etc. Do not go all greedy D4 / BF6 way, but if the price to additional skins ratio is set correctly - we are ready to give you the money, do it with the passion and pro player approach you already do and take it 🙂
As always - thank you for listening to the community and all the hard work you are doing on this amazing game.
Title: Allow us to un-pin main quests
Suggestion: Since we can skip campaing and go straight into monoliths for your second character and onwards we need to be allowed to remove the quests from our side-bar. Otherwise it takes alot of space and wont allow you to see your echoes objectives and modifiers. As an exemple, i'm now level 80 with no intetions of ever going back to camping, i'll never know my echoes mods because of this.
Title: Woven Echo for Surplus Uniques Your Build Doesn't Use
Suggestion: A new woven echo for extra uniques that aren't the uniques your build wants. Farsight Turtle and Gauntlet of Strife provide a use case for duplicates of the uniques your build wants, but there isn't a good (or any?) use for other uniques (particularly if you're COF and can't trade them). Maybe something like "Sacrifice many unique items to receive random items of the same item type based on the number of sacrificed items and their combined Legendary Potential" and let the sacrifice window be like a 12x12 (so any item shape tiles evenly into it without leftover space) or have some large number N dedicated slots (if you want to keep the number uniform across item types). That way we can dump large amounts of extra items that drop from enemies, prophecies, echo rewards, etc and maybe occasionally get a useful unique or exalted or whatever out of it. Or maybe instead of receiving random same-type items it gives some kind of resource (runes? timeglass? not sure). This would kind of function as an analog to Great Bridge, which lets you offload large amounts of set items to free up space while letting the player feel like they aren't just "throwing away" items, i.e. that they at least get something out of it. Maybe could also do a version of this for Weaver's Will items that gives Memory Amber as a reward, I don't know.
Title: Preserve Zoom Setting on 'Toggle Difficulty' in Monoliths
Suggestion: When clicking 'Toggle Difficulty,' keep the same zoom instead of changing the zoom.
Title: Mouse-Over Echo Reward In-Echo
Suggestion: Add a mouse-over for the echo reward icon in echos to show what the reward is. When doing echo chains it can be easy not to know what the reward is if it's between Set Item and Unique Item (because they look so similar) or for players who just don't have all the icons memorized. This can affect whether to go after bonus stability or just portal onwards.
Title: Twitch Drops - Extended time
Suggestion: Extended the time where the twitch drops are possible to get, this drops where way to short time. Would suggest that the period is 1 week, that gives even the regular working family person time to get the drops.
Title: Pause Button with ESC
Suggestion: Pausing the game with ESC, its really frustrating if youre forced to do something and have to leave while your in the middle of a fight just to loose the complete monolith echo. Particularly in pinnacle boss fights or the last echo of an echo chain is making that pretty frustrating.
Title: [Rogue] Please be consistent with skill damage type conversions
Suggestion: A lot of damage-type conversions still don't make much sense. Specifically Shuriken / Shadow Rend into lightning (both lack proper ailment conversion, plus shuriken's conversion costs whopping FOUR skill points which is obscene if you ask me) and Acid Flask into fire (same issue but deletes an ailment in question altogether). Could those be brought in line with existing "modern" conversions that take associated ailments into account? On that note, could Shadow Cascade and Bladestorm also get proper lightning conversions?
Title: [Gear] Offhand Catalyst variants for other classes
Suggestion: I think that other classes should also have their own valid offhand "catalyst"-like items which would grant similar attributes. For example:
- DEX - Torch/Pouch/? for rogues (Vial of Volatile Ice being the first that comes to mind)
- ATT - Icon/Knot/Fetish/? for caster primalists/paladins
Title: [Skill MTX/Graphics] Ring of Shields
Suggestion: Add an MTX for this skill to improve the graphics (please give baseline skill some love as well).
Title: Easter eggs removal
Suggestion: 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
Title: Swapping +N Skill Point Items for Same +N Should Not Remove Spec'd Points
Suggestion: If you swap an item with +Skills for an item with the same number of +Skills, those skills should not have any points removed. E.g. swapping a +1 mage skills for another +1 mage skills.
Title: [Circle of Fortune] Prophecy interface
Suggestion: At the moment it's taxing to see what bosses/activities you have to kill to do what prophecy. I end up just doing a world tour of all the bosses and ignore the interface completely.
What I think would be an addition where you can additionally see grouping by activities/boss. For example. All the Abomination prophecies would be in a list or even that there are no active prophecies for Abomination at the moment.
Thank you for reading.
Title: More Havoc Runes in CoF
Suggestion: Add a prophecy specifically for Havoc runes, they're too much of a bottleneck for CoF
Title: Idol Imprint Weaver Tree Node
Suggestion: A node to imprint an idol to drop idols similar to it (idol size, subtype, affixes) under whatever condition/trigger or to make idols that already drop be similar to the imprinted idol (instead of an extra drop because outside of omen idols, there's no shortage of raw quantity of idols).
Title: Omen champs are overtuned
Suggestion: make them NOT do over 4000 damage in a single hit through capped resists and multiple damage reduction layers. there are 4 of them on the screen at once...
Title: Common runes, gliphs and shards feel pointless at the moment
Suggestion: We receive too many shards, gliphs and runes making the common crafting material not feeling special. Grouping the shards in tiers and gatekeeping the most powerfull ones at certain corruption could make the system feels better. Example: Attack speed is now a tier 2 affix and can be unlocked past corruption 150. Something like that.
Title: Omen Champs healing?
Suggestion: when the omen 'possesses' a mob, it gets healed to full HP. That's BRUTAL for the champions when you do get a rare occasion to burn one down before it gets super-charged. at least let the damage stick.
Title: Gain invulnerability when teleporting to a player
Suggestion: Gain a 1-2 second of invulnerability when you teleport to a player would be beneficial as you're very likely to get onetapped in the brief loadingscreen when you do high corruption monoliths etc.
Title: Omen dot damage needs revisiting
Suggestion: Currently confining players in omen circles with a bunch of monsters bodyblocking makes it difficult to dodge attacks. Dot damage from monsters in omens feel way too punishing, where a few stacks of ignite and poison will obliterate players instantly. The damage and dot stacks likely needs some revisiting.
Title: Necrotic Conversion node for Aura of Decay
Suggestion: Add a node in Aura of Decay that converts it to necrotic, inflicting damned instead of poison. Effects related to poison and poison resistance are converted to damned and necrotic resistance.
Title: Loot Filter Inventory Icons
Suggestion: Add an option to display specific indicators on items in your inventory based on which loot filter rule applies to them. As an example: items you want to shatter or use runes of ascendance on could have an icon in a corner, or a custom border color depending on how you configure your loot filter. Currently I'm just tossing items on the ground after running echoes to remind myself why I picked them up in the first place, which isn't ideal.
Title: The Soulfire Bastion shortcut is not really a shortcut
Suggestion: If you are doing a second or third character and use the dungeons for a shortcut because the Bastion shortcut comes out further in the game than the entrance to the Temporal Sanctum even if you do the Bastion you still have to go back and through the Imperial era to get to the Sanctum Entrance, I don't really have a good suggestion of a change other than moving where the Bastion shortcut exits
Title: Skin Death Scythe
Suggestion: Release a scythe skin with skulls and a red and black aura for two-handed weapons, it'll be a bestseller
Title: Bug Report Submit Hotkey
Suggestion: It's possible for the UI to bug out in such a way where you can open the bug report UI with a hotkey, and even type in the details box, but not actually interact with the submit button (as my screen is covered by a "connecting" prompt that has been stuck there for 5+ minutes). Adding a hotkey or something would be greatly appreciated so I can actually report this bug using the in-game bug report tool.
Title: Circle of Fortune UI
Suggestion: ctivity Filtering & Item Targeting: Hey @EHG_Team, I’ve been pushing CoF Rank 10 and love the prophecy system, but managing 48+ active prophecies across different activities gets a bit chaotic. I put together a UI concept to show how we could streamline the "management" so we can spend more time in the "action."
The Problem: Scrolling through a massive wall of icons to find which prophecies apply to your current Monolith or Dungeon tier.
The Solution: Activity-Based Filtering.
Key Features in the Concept:
🗂️ Activity Tabs: Separate sections for Monoliths, Dungeons, Arena, and Campaign. No more "wait, was that an Arena prophecy?" mid-run.
📈 Contextual Difficulty Toggles: Integrated T1–T4 selectors on the Dungeon/Arena icons and a Corruption Slider (100–500+) for Monoliths to filter out low-level clutter.
🔍 Item Type & Rarity Filters: A quick-toggle for "Unique Daggers" or "Exalted Boots" so you can see exactly how many prophecies you have active for a specific gear slot.
📊 Live Progress Trackers: Consolidated bars (e.g., 3/10 Echoes) visible directly on the faction screen without needing to hover over every single icon.
The goal is to minimize the mental "juggling" of prophecies and let us focus on target farming more efficiently. Would love to hear what the community and devs think!
Title: Fun for players over "personal" decisions
Suggestion: Please consider making "better" choices about what players "want". As example. What players likes more.. an ugly mutated frog.. or a dragon? Why game is not designed around fun and cool stuff but allow use to ugly thing instead of smaller version of dragon? Devs need to spent little time over decisions and define what most players will like and not deciding on "personal i love frogs so im picking this mutated frogdog. Also consider: Girls also playing this game. More visualy appealing stuff should be picked more often. I can't even see 5% of players picking this mutated frog/axolotl over this dragon.
Title: New unique item focused around the Bladestorm skill
Suggestion: New unique item - Serrated Ring. Effects:
[+1 Max Bladestorm]
[+10% bladestorm hit rate]
[-20% bladestorm damage (multiplicative)]
[-10% bladestorm ailment application chance (additive to the base -40% on the skill, up to total -60% with 2 of this unique item equipped)]
Title: [Circle of Fortune] idea for an alternative gameplay
Suggestion: Target farming through prophecies is nice. Although some UI and friction changes are needed. Mostly rerolling and tracking related.
But my idea as an ex gambling game dev is to add an alternative gamble with favor to have a sort of more random payout. To get this a bit more in flavor of what CoF is at this moment, I'd like to introduce a mechanic we found was the most popular in gamba and that is a multi-spin wheel where options you get can be rejected or accepted. If you accept you get that reward and it ends. If you reject, that option gets removed. This leads to gameplay where on average you get an "ok" payout. But the real gameplay comes from different risk levels. If you get a good option, but you see a greater one. You need to weigh the value of losing the reward to get a better one. Eventually the game ends when spins are out and you get the reward from the final spin. Weights stay the same between spins.
We found that for engagement 5 spins were about perfect where you have 5-7 undesired choices with rather high weight and 4-5 mid rewards with one or two matching the weight of the undesired weights and rest having decreasing weight. Then higher and higher rewards with all decreasing chance. I don't know if a super jackpot option makes sense or having a red ring as a reward, rather as a jackpot it could be a stash of on average really great chance for multiple multiple LP items etc. What is important knowing the options you can get is a must. It makes no sense to reject or even make a meaningful choice if you don't know what are the options.
As to communication to the player. This is important. I don't know if straight weights are needed in the wheel. But on average people are bad with percentage weights. And solving the wheel needs recursion optimal reward, you can simulate it too, but it's inaccurate and needs a lot of iterations.
Just my thoughts, thank you for reading. 🙂
Title: [Rogue] "Shadow Master"-like skill for Bladedancer
Suggestion: New Bladedancer-exclusive skill:
- Passive - Omit "standard" stationery shadows for a number of mobile ones
- Active - Allow a rogue to "cloak in shadows" for a duration, granting her shadow-related scaling and including herself in the shadow-repeated skill repertoire
Title: [Pet] The Pet should pick up gold.
Suggestion: The Pet should pick up gold as this would be a huge time saver especially for guilds that move quickly through a zone or echo. Please and thank you.
Title: More Corrupted Attribute Interactions
Suggestion: I'd like to see unique idols and altars that interact with corrupted attributes. Some could corrupt the stat, giving a fixed method of getting the attribute, others could work similar to Exulis. It's always nice to have more options. It's a neat system and it'd be nice to have ways of working with it.
Title: Highlight patch version
Suggestion: Bold or highlight the patch version so people know they're all patched up. small change but would help for those who don't really pay attention to things all the time
Title: Roots of Vithrasil SHOULD affect minions
Suggestion: I saw the bug where Germination applied to minions that used Spirit Thorns. I think this should be a feature. The idea of vine summoner Spriggan form sounds fun.
Title: Throwing damage should have its own weapon bases
Suggestion: It's GLARINGLY unfair how disadvantaged throwing damage is compared to other damage sources. Throwing damage is only present on rings and doesn't scale as naturally, whereas other weapon-based sources have much smoother progression curves. It's especially apparent in early game. PLEASE take flat throwing damage away from rings and add/adjust weapon bases to have flat throwing damage so that it scales more naturally and is less chaotic overall.
Title: Prophecies QOL
Suggestion: Add keybind so we can click "x" button to reroll phophecies istead of clicking on that manually with mouse.
Title: Single Conversion Exulis
Suggestion: I want to use Exulis, but can't as all of the attribute conversions except for Apathy brick my build. Please consider either adding a way to acquire Exulis with only a single attribute conversion, or change some of the downsides so they're less debilitating. My suggestion would be a different downside for Guile that doesn't delete your armor; maybe negative ward retention.
Title: Camera zoom/fov slider
Suggestion: I saw other related complaints on reddit, forums, discord etc when trying to find any way to zoom out. Please consider adding a fov slider as it gives me terrible migraine being this close
Title: Skip quests for Normal Timelines
Suggestion: Let us skip quests for normal timelines if we 've done them once so we can go right to the boss if we have enough stabilty. Doing them over and over is just silly and boring
Title: Reduce or eliminate throwing damage type lock
Suggestion: Throwing Damage is in a weird spot in that a lot of affixes, especially rogue-specific, lock it to physical-only, disrupting whatever scaling the end result would be and thus undermining the whole "build diversity" motto the game wants to push. I'd love it if type lock were to be loosened heavily or omitted entirely, allowing for better scaling and less pigeonholing.
Title: Art Contest Winner
Suggestion: Maybe this is a cool way to add the winner(s) into the game as a cool little easter egg MTX or something?
Title: Unstable Rift Echos are tedious to play
Suggestion: Add a weaver tree node to remove them from echo objectives
Title: Bot should relay your message back to you in a PM if it were to erase your message from here
Suggestion: That way you can recover what you'd already typed and can adjust it to meet the requirements for posting here. It can also include the formatting requirement in the PM.
Title: Add option to hide the Corner Map
Suggestion: I would like an option to disable the Corner Map. I have no need for it, it only serves to obscure my view of stuff happening in that corner of the display. If I wanted to review the lay of the land I would use the Overlay Map.
Title: Flow skilltree requirements in Bladedancer
Suggestion: The nodes behind **Flow ** at the start of the Bladedancer tree (Rythm and Pulse) only require one point in the Flow node, despite not doing anything without its 3 point bonus. My suggestion is to make it a 3 point requirement.
Title: Death Recap
Suggestion: You know how the hit shows if its a crit or not...could also be pretty cool if it showed if it was a block or glancing blow too
Title: Companion Revival Rework
Suggestion: Change companion revival so that the companions automatically revive after 5-10 seconds, with the capability of reviving them by just staying near them for 1 second. Continue using the system already in place however make them naturally generate progress towards revival and have a player staying near them drastically accelerate progress towards revival.
Title: Cosmetics Shop
Suggestion: Add a search bar to the cosmetics shop so we can manually key in and search for what we want. ie: Cosmic, bows, sword, etc.
Title: (Multiplayer) Skill Opacity Sliders
Suggestion: Some builds are extremely visually noisy, and they make it completely impossible to see what monster abilities are happening. This is very problematic in multiplayer, and even technically in single player. Please add sliders to control skill opacity for yourself and other players in your party. I'm going blind here.
Title: remaining ward is difficult to assess at a glance
Suggestion: Letting the ward bubble over the HP globe empty/fill based on a % of your character's stable ward total (how much you maintain just standing around) would be huge for the tough fights where you need your entire ward pool to absorb boss attacks. As is, it's very hard to tell whether you're at 7000 ward or 2000 and in danger of a one-shot in the heat of combat.
Title: Wing back cosmetics are too small
Suggestion: Make the current and future back cosmetics that are wings like 2x bigger. Currently they look as tho a child put on fake fairy wings on their back. It's not proportional to the character models whatsoever.
Title: Echo "Streams"
Suggestion: I think it would be awesome to portal directly from one Monolith to the next. So I believe it would be awesome to have an option to go on a randomly generated mono mini-adventure, without needing to return to home-base until you die or after a certain amount.
At the end of each individual mono in the "Stream", you portal directly into the new one, which would be randomly chosen for you, perhaps sometimes slipping you into things like Echo Chains and Woven Echos.
For me, this would add excitement to monolith grinding when I just want to kill monsters and blast through for a little while.
I sometimes just wanna ride the wave, man.
Title: WASD direction for evade and short traversal skills
Suggestion: currently it's impossible to decouple your direction when using evade and also a short traversal skill such as Surge. This messes with the muscle memory of players as the other traversal skills can be aimed towards the mouse cursor, while evade is in the direction of your character.
It would be nice to be able to have evade push you in the direction your character is running, and Surge as well as other short tagged traversal skills gain the ability to be cast towards your cursor. Similar to skills such as Teleport.
Title: Make idols "somewhat craftable"
Suggestion: Idols are the only "socketable" equipment, as such, being able to do some crafting on them in some way, even if it is RNG rolling from a pool of mods, would be nice for targeting specific weaver mods like hybrid mana/health suffix. It's very difficult to farm out 10-15 1x1 weaver idols with the right mods.
With crafting being a core identity to LE, leaving idols out of that outside of their enchantments specific to class idols feels incomplete. Not saying they need the same shard/affix system as items, but even something to "reroll" them or remove mods and try again etc. even if forging potential would be used.
Title: Inventory auto-sorting needs work.
Suggestion: Please adopt the same sorting principle as Diablo 2's placement where the grid is filled in a way that leaves Yx2 spacing for bulkier items (2x2, 3x2, etc.). Right now, it squeezes everything into a left-right, top-down mannered layout that doesn't care about future item additions.
Title: COF converting favor into boss drops
Suggestion: Add boss loot prophecies to the game, making it possible to convert favor into boss items.
Benefit: This will allow COF players to have a choice of how they get their boss drops either by farming or mono farming. Because right now there is no choice.
Title: Umbral Blades / Slagstorm Interaction
Suggestion: Improve the umbral blades / blade storm interaction with slagstorm.
Currently, even when using a mouse, getting the umbral blades to land inside of the bladestorm is a bit wonky. The umbral blades seem to go further than I am aiming with my mouse sometimes. Other times, the blades are visibly in the bladestorm and not consumed. I think it could just be on collision or even just like umbral blades continue to exist and just empower on passthrough.
Title: Pause the game when interacting with menus
Suggestion: Nemesis menu, skills menu, passives menu, you get the idea. We already have the pause function, now make it actually useful.
Title: no exp accessory or effect
Suggestion: an accessory or effect that zeroes exp gain while equipped
Title: Give this node to sorcerer too.
Suggestion: Make the node "Occultist's Mind" on the Warlock passive tree a similar node on the Sorcerer tree. They get benefit from mana and int, and it makes sense thematically.
Title: Lense storage space for CoF
Suggestion: A small inventory space for lenses that can be easily swapped to or from the 3 slots in telescopes when browsing for prophecies. Crude example design in attached image.
Title: Make Omen dropped Corrupted Items viable for Legendary Item crafting
Suggestion: Once you get your character all set up with the important items, those corrupted items dropped from the omen are basically useless since most if not all builds need uniques/sets to work good. Also we lost the source of multi exalted items from imprinting - my suggestion would be that the omen dropped corruption items could be used for crafting legendary items since they often have multi exalted stats. To clarify, i don't suggest to make items that got corrupted from players a crafting material for that. Legendary Items that got crafted with those corrupted Items can not be corrupted again.
With that we still would have a source of multi corrupted but it's still rare since we can't alter the items we get there.
I think that would make the endgame grind a bit more fun and omens more exciting in lategame. For better clarity the omen corrupted items should get somewhat of a seperate item categorie so they can easily be distinguished.
Title: Don't remove random skill points when unequiping + skill level items
Suggestion: insane QOL issue that should be fixed for sure this is so frustrating
Title: Skill point allocation QOL changes
Suggestion: Based on the discussion in the ask-they-devs channel and suggestion by user Sven (above) - I agree, it is a big negative QOL issue to have an item that's +2 to all skills and then you have to gow hunt down and reallocate what skills changed when you unequip an item to check DPS for instance. The suggestion to fix it would be to have that point spent permanently spend the skill point where you spent it. If you lose skill points, it is still allocated, but inactive, then if you regain skill points, it just becomes active again. The only way to unassign them once they have been spent is a proper respec. That way I can take off a +2 skill item, and then say I gain a couple of +1 different items in the future, it just continues my build in the direction I was going previous to losing those + to skills. If I want to change direction, I just go do a proper respec. That way I can swap gear all day long and don't have the bad feeling interaction with trying to swap items, but you don't get the points back to allocate differently either.
Title: Combination of Loot Filters.
Suggestion: There should be a way to combine two or more loot filters if you want to to look out for different builds you might wanna play. Might save some time for people who just wanna copy and paste different build filters.
Title: Forge Quality of life
Suggestion: Would be awesome if when u hover above affix shard u could see Tier ranges (for each tier lvl) for that equipment that u have in forge slot.
For example I have dagger in the forge and I want to add Melee Physical Damage and I want to know how much each tier will give me
Title: Rogue skill
Suggestion: Pls make Shift skill instant castable
Title: Mouse functionality with WASD
Suggestion: When a skill is put to be used on left click, why do we have to hold SHIFT for it to work when we use WASD for movement? This is such an unnecessarily clunky thing that makes zero sense. WHY when we are using WASD especially combined with ground targetable abilities would this ever be necessary? Please fix the controls. This should almost be treated as a bug instead of a suggestion due to how silly this is. I want the game to work for me not against me. Thanks.
Title: edit radial menu
Suggestion: option to exchange placements for radial menu like Skill with inventory etc
Title: Death Fence MTX
Suggestion: Please add a new MTX pet based on @tiny imp Death Fence Twitch Channel emote.
Title: Character progression
Suggestion:
1)Try to reduce/slow down the game as a whole. I took 100 for 3-4 days, raised it to 500 corrupt (in fact, I have nothing to do for a couple of days
2) Reduce the number of dropped items with Tier 7 affixes (this is necessary to increase the value of the item)
3)reduce the experience gained from everything (too fast progression (even faster than in diablo 4, although I don't like that game, people sell the same thing (it's stagnation)))
Title: receiving blessings
Suggestion:
After killing the boss of the monolith, I would like to receive a higher tier blessing (if I have already received this blessing (this was suggested by my friend))
Title: Woven Tree node
Suggestion:
1)I would like to have a node in the Woven Tree for "killing Arobis does not reset the monolith." add omen chain to Woven
2)Also, add the option to disable the appearance of chains if they remain in the game's core
Title: inability to talk to NPCs
Suggestion:
Why can't I talk to an NPC (a beast hunter) Outside the leagues of mechanics
Title: The theme is the idol filter in the trading house.
Suggestion:
1)We need a filter of item databases for regular idols and specialized ones.
2)Display the value of minimum rolls and maximum rolls on all items in the trading houses
Title: pause or alternative
Suggestion:
Another suggestion, if they can't add a pause, let them give us invulnerability when interacting with Nemesis and when opening the talent tree, and 2 seconds after disabling interaction so that we don't die on CD on large corps. (suggestions from my friend)
Title: share/copy build
Suggestion: make the build could be share by a code that if you Respec and put the code you will already have all the points put on.
And could be awesome to level up with auto putting points on an build that you are following for leveling
Title: Loot Filter Editing
Suggestion: The in-game loot filter editor has a bad habit of erasing my selected affix list when I change the item type condition. It would be a massive improvement if it simply left all of the "invalid" affixes as-is until I actually click the update button, as it's insanely tedious to restore all of those deleted affixes -- essentially forcing the use of external tools.
Title: Please allow selling items purchased on Merchant's Guild (1/2)
Suggestion: Please allow us to sell items that were previously purchased in the Merchant's Guild.
The crafting and gearing possibilities in Last Epoch are totally amazing, but in my opinion missing one crucial step - no circulation of items.
Example 1:
The crafting and LP slamming has very random outcomes - especially now with corruption. Which is not a bad thing - but leads to lots outcomes basically useless for my build. But I am sure that someone would be at top of the world if he had the item that I just crafted and consider useless to me. When I spend a huge portion of all of my money, try to craft an item and fail due to bad RNG - it feels really bad, but i knew the risks. The bad feeling would be mitigated if I knew, that I can sell the crafted item to somebody else who might use it and try crafting my item again.
Example 2:
Let's say that I did not get bad RNG crafting the item and now I have a solid item. In two or three days I have enough crafting mats / money to get an upgrade - what do I do with my old item? Shatter it, put it to my bank to rot there forever? Feels bad after I invested so much money and time crafting it. If I was able to sell it to someone who needs that item, I would be much more happy!
Title: Please allow selling items purchased on Merchant's Guild (2/2)
Suggestion: Please allow us to sell items that were previously purchased in the Merchant's Guild.
Example 3:
There are people who enjoy playing one character and then there are those who like to make an army of alternate characters and try all the flavours.
I myself am the latter. I want to see if I am able to build a character so that it can finish some kind of milestone (in Last Epoch's case for example kill Abberath comfortably) and them I am rolling a different character. Now what is a huge turn off for me is that the investment i put to the character and his/her gear is basically gone. Gear from my first character is doomed to be rotting in my stash forever - I would much rather sell it to someone who can still use it, especially after all the time I have spent crafting it and putting it together. The image of how much time/money i have invested and just by creating a new character I am throwing it away usually just makes me sick and stop playing the game.
Example 4:
I think that this could actually help the economy - i am sure that this will excite and bring new players, who love crafting - in present i can craft only for myself. Imagine being able to buy what people need for crafting from MG, do the crafts and then sell the crafted items on MG - that would be a tremendous help for the other group of people who do not enjoy crafting, but now can purchase crafted items - i think that this is exciting, don't you?
As always - thanks for all the love you give us, the game and for listening to the community, you guys rock.
Title: Please improve WASD movement.
Suggestion: please Add Feature; Make the WASD movement work like in path of exile 2. that means. skills follows mouse, but dodge-roll follows WASD. please please please please please
Title: QoL improvement to boss fights
Suggestion: A setting that allows for always on boss health bars would make it easier to keep track of the boss during mechanics, especially for melee minion based builds that tend to only see the minion healthbar on hover.
Title: Reminder message on leaving Farsight Turtle echo
Suggestion: Show a reminder message if we are leaving the Farsight Turtle echo with items still inside the crafting window
Title: Better stash tab priorities
Suggestion: Give us the same "affix" rule from loot filter for tab priorities. This way we could send our tier 7 gloves in one tab but the double tier 7 gloves in another, our fire resistance idols in one tab but the cold one in an other and so on
Add a shortcut like ctrl+shift+right click to override the tab priorities, it's annoying to drag and drop
Title: Altar Prophecies
Suggestion: Add Altar prophecies to the Idol/Rune prophecies. Also 2nd Suggestion: allow us to check a box in Gameplay settings to allow us to decide whether we want the Nemesis egg box to close automatically when attacked.
Title: Pop-up tooltips for novice players
Suggestion: https://i.imgur.com/EOwBMTm.png - would be nice to add popup tooltips explaining what is this numbers and icons in the lower bottom screen of monolith UI. So we know what it is when we hover the mouse
Title: Mana Bar over Players Gameplay Option
Suggestion: There is currently a setting called "Display Health Bars over Players" -- please add an equivalent option for mana, so I can see both in the center of my screen and focus on dodging.
Title: UI Changes
Suggestion: Just like exp bar, new bars for the other trees; Weaver, CoF/Trade, Harbinger. Controller on Pc playing is kind of fine cus you have the Y available on KB. But on strict controller is quite a hazzle to go back and forth to the menu to see progress.
Further, an extra change to see your Amber i didnt realize you can see it when you change the tabs 🫣and CoF points to spend in the inventory. Again to not go back and forth through menus.
Title: New Evade Setting should extend to Spirit Step since it replaces Evade.
Suggestion: With the new option on forcing evade follow either cursor or movement, PLEASE extend this option to the Spirit Step from Flames of Midnight since it replaces evade with something very similar, personally I want it to follow movement but the only way currently to make it do so is making long range traversals also follow movement, a.k.a. Transplant, which is giga annoying
Title: Weaver echos inventory rework
Suggestion: i am trying to identify which echoes i have not yet played to get the weaver tree point and although you have the + on top right corner, when you try to buy from Masque, this is not visible. So i need to cross-check every little symbol between echoes under Masque and echoes in my inventory to see which i have and which not..It would be great to have all visible under Masque (even these you haven't find yet) in a similar way we have the locked blessings..They are there, but are greyed-locked, just for visibility.
Title: No gap in quest
Suggestion: I was playing yesterday, I completed one main quest and left the game, now I have no idea where to go because I don't have another quest, I think after completing my last quest I should have talked to someone but now I have no idea where he is
Title: COF runes, idols
Suggestion: Change the icons of specific runes/idols/etc to their icon. Rune of Weaving, Creation, etc shouldn't be a generic rune icon
Title: weaver node Call of the Firstborn
Suggestion: Would you guys consider changing the weaver node: Call of the Firstborn so that it works on the aberoth kill for Threshold of Eternity nodes? I am farming uberoth but honestly waiting for the cinematics for normal aberoth is a bit painful and I was hoping that node would help get more of them but it doesnt seem to proc for some reason. I imagine it doesnt work because normal abberoth isnt counting as inside the echos of fate? A bit of a niche complaint, but it would be nice to have that 40% chance for 2 of them
Title: Remove or Rework Resonances
Suggestion: Please remove the resonances entirely its very disrupitive for party play. Or perhaps increase the drop rate massively for them after playing together till a time threshold once per season like 5-10h, maybe even allowing free gifting without resonance after that amount of time
Title: Add a way to see current Stability without interacting with the monolith rock
Suggestion: Do the title. This would be nice for running high-stability echo chains where you want to run until hitting a certain amount of stability (the boss threshold mainly) and don't necessarily need to finish the whole chain.
Title: Social Chat feature
Suggestion: I know the chat/social feature is probably not as on a higher priority list as other urgent matters, but it'd be nice to add some notifications for those who receive DMs from friends and/or others...
Title: Customize Resources Pinned in Inventory
Suggestion: Allow the player to pin different resources at the bottom of the inventory (where item faction favor, ancient bones, and gold are pinned). E.g. I want to keep track of how many Primordial Horns and Memory Amber I have without needing to tab through to Resources and Woven Echoes or open the endgame factions menu.
Title: DoT and Ailment Mitigation
Suggestion: The recent survey prompted some thinking, specifically a comment on ailments I saw. We have cleanse as a way to avoid ailment damage on some skills/belt affix but an other options would be nice to be able to build into, that's always applied and passive instead of active. Something like armour applies to DoT's. I would suggest 'Reduced Effect of Ailments Applied to You' as said stat. This is a direct mitigation of DoT ailments as well as a good stat for a couple of classes otherwise. Thinking of Rogues and Acolytes: Rogues want less slow/chill effect on them so they can get out of ground DoT's and lasers, Acolytes have builds that like to self stack ailments. This would help with one part of the 'DoT problem' and can support some build archetypes.
Title: Progression tiers
Suggestion: Add corruption tiers and make them unlock power.
Example: I can only have t7 in corruption 200 or i can roll tier lp2 uniques only in corruption 300.
Also limit some uniques to hve only LP1 or LP2. LP 4 its just unreal for most of items.
Title: Level UP Level 100 Visual
Suggestion: Adding a special Level UP visual and sound for reaching Level 100 would be nice.
Introducing it as a sneak peak in Season 5, all the other planned achievements could follow in the expansion. If not earlier planed!
Title: Stash Group Sorting / General Sorting Improvements
Suggestion: It would be nice if we coulds have a sort button for stash groups. This would sort all tabs in a group. Where this would be really useful is for uniques and idols. Ideally it would sort like items together into the same tab across the group (i.e. if you have 5 tabs with 1 Omnis is each tab, the group sort would move them all into a single tab.
It would also be nice to have more options on how the sorting worked, like being able to have it sort items by slot, required level, required class, rarity, corruption, etc. Almost like a filter, but it would arrange the items in the tab based on the sorting rules.
Title: Exalted Farm
Suggestion: So, we have 1lp guarantee prophecies...would something like a guarantee 2 exalt be possible?
Title: DoT / ailment application resistance
Suggestion: provide an affix on gloves, belt or boot which provides a "increased chance to resist DoT/ailment". Give all player character base 5% chance.
Title: CoF prophecy filter
Suggestion: A filter system for prophecies to either fade out or completely hide prophecies that do not fit the filter, allowing you to choose desired events/conditions/rewards.
Title: Rune of Ascension Tooltip Wording change
Suggestion: Tooltip change in Rune of Ascendance. It only has a chance for global drops, it's not clear with current tooltip.
Title: Ice wraiths
Suggestion: add ice wraiths as a variant in the summon wraith tree, every other minion capable of being made permanent or is already permanent has an ice variant except wraiths, plus the model already exists as a enemy. I believe the monster version is a ranged unit but a minion version could easily be changed to fill some other niche like a cold dot / frostbite focused minion which only exists on skellies ice arrow variant currently outside of items.
Title: MTX store search feature
Suggestion: add a search bar that lets you search through the MTX store in game
Title: Useless Affixes on Uniques via Nemesis
Suggestion: I get that grinding is the name of then game here, but a complete dud of an affix on a unique is more annoying than anything. It shouldn't be possible to roll affixes that do nothing due to other effects on an item
Title: More useful death damage logs
Suggestion: I keep dying in Omen encounters to hilariously small amounts of damage and I am pretty sure either the DoT effects are overtuned or it's the enemies beating the stuffing out of me and the DoTs are just finishing me off. Would be really nice to get a log of the biggest sources of damage over the last few seconds. I know this isn't new as a desired feature but the Omen encounters really highlight how limited the current implementation is.
Title: Pause in menus while offline
Suggestion: Specifically in offline mode: pause the game while interacting with menus such as nemesis, skills, etc.
Title: Increase the chance of "The Abyssal Trap" node triggering.
Suggestion: Now that omnis is a more relevant item again, and we have our weaver tree stuff on top, the node that we can allocate to have a shade ambush us is much more relevant, whilst the chance for it triggering is minuscule enough to never effectively see triggered (I have never seen it trigger). And if possible, give us a % chance for it happening on the weaver tree node too.
Title: [Rogue] Mastery Passive Change
Suggestion: As a class theme, I'd suggest baking specific mechanics into the respective mastery's signature passive as follows:
- Bladedancer - Shadows mimicking every melee/throwing attack, closing distance when necessary
- Marksman - Base chance to recurve on bow/converted-throwing skills
- Falconer - Coordinated attack (every attack has a chance to trigger a player/minion-scaled additional strike) [possibly replacing mirages?]
Title: Pseudo Pause - Because Pause is too Hard?
Suggestion: I don't know why the game doesn't have pause. I assume it's difficult. But at least add some sort of pseudo pause where the mobs stop attacking or moving if they're off screen. Something that let's me clear the screen then safely alt tab.
Title: Tab duplication improvement
Suggestion: When duplicating a tab the edit UI for the original tab should clsoe and open the edit for the new tab that was created. As you often want to rename the new one.
Title: Loot Filter Rule Groups
Suggestion: Allow the player to create collapsible groups for their rules. With the large number of rules possible, this would make navigating the menu to update rules easier.
Title: Nemesis Menu Aggro
Suggestion: When we load into a map we get a few seconds of some kind of 'invulnerability' buff. I can see the icon for it. Why can't you give us this buff while we have the nemesis menu open? Then take the buff away when we close it.
Title: [Forge Guard] Mastery Passive Change
Suggestion: Add a chance on using a skill to forge a construct corresponding to a gear piece related to that skill (e.g. a shield on Shield Bash/Throw, a main-hand weapon on a weapon-related skill, etc.).
Title: Default Loot Filter
Suggestion: In the game there are currently drops highlighted with a sound that can not be modified / influenced, e.g. Rune of Redemption or Glyph of Envy. You could add a [Default] loot filter which adds all those as rules. This [Default] loot filter can not be edited or deleted and is selected - as the name says - by default unless the player choses another specific one. That way, people could create loot filters that don't highlight these drops separately if they wish so. Also it could serve as a template for new players who would like to setup their own filter for the first time.
Title: Update Wiki To Have an additional example of adapatative Damage in Added Damage Effectiveness
Suggestion: The example given covers flat damage of a fixed type like +5 melee fire damage, however I think it could benefit to state that it covers adaptative damage as well i.e. "+90 melee damage" is also considered to be added damage to prevent overthinking
Title: [Forge Guard] Forged Construct consumption method
Suggestion: Give various skills a way to consume conjured forged constructs to enhance themselves in various ways.
Title: Allow Loot Filter Labels to Use Custom Text
Suggestion: Allow the player to specify specific text strings to replace the regular item label for applicable items. E.g. if I want Small and Minor idols to display the string "1x1 Idol" instead of "Small Eterran Idol" or whatever.
Title: Fractured Weapons in Shop
Suggestion: Add some Fractured weapons in shop to go with the Fractured Legend set. At least a Two handed fractured axe please 🙂
TItle: Mouse customization options
Suggestion: Add some settings to do some updates to mouse. Specifically a slider to scale the size of it and some options for colors.
Title: Collection Stash
Suggestion: Stash that we can put one copy of each type of unique, I try to do that with our stash and becomes a mess
Title: Woven echo to swap Resistances on an item - like how Oerden's Watch does Attributes
Suggestion: Crafting woven echo for swapping Resistances on items, similar to how Oerden's Watch woven echo swaps Attributes for 1 Forging Potential.
Title: Woven echo with a Timeline boss gauntlet - like how Fading Brink does a Harbinger boss gauntlet
Suggestion: Boss woven echo with a gauntlet of all 10 Timeline bosses, similar to how Fading Brink woven echo does a gauntlet of all 10 Harbingers. Consider having this Timeline boss gauntlet scale with Corruption like Fading Brink does, so that the player can make it more difficult if they want to by running it at higher Corruption.
Title: completion checkmarks below the echo
suggestion: right now its incredibly hard to see if echoes are completed or not (especially ones with a green background, like the beast echo chains) because the checkmark next to the reward icon just blends in. It might be easier to read if the checkmark is moved to below the echo.
Title: The Future of Idol Altars
Suggestion: Altars are just equippable items, they even have affixes you put them in the forge. It'd be neat if we had a way of crafting our own altars in the future.
This also means we could see unique idol altars?
I look forward to seeing how this system expands. There's a lot of interesting potential.
Title: Rune of Corruption usage in the Forge
Suggestion: if you use the Rune of Corruption in the Forge more often, item after item, please make the default,
like the Rune of Ascendance, so you dont have to click always on the + Button for Runes. IT should stay as long as I want in the Rune Spot!!
Title: Golden Ratio Corruption Affix - Chance for Mobs to Drop Gold
Suggestion: I’d like to suggest a fun new corruption affix called Golden Ratio Corruption that adds a small but meaningful chance for monsters to drop gold when killed. Not more gold but the chance to drop gold. Golden Corruption Monsters have a 1-3% chance to drop additional gold (scaling with the affix tier). Tier 1: 1% chance for mobs to drop gold, Tier 2: 2% chance for mobs to drop gold, Tier 3: 3% chance for mobs to drop gold. The amount of gold dropped could be similar to a standard gold pile or slightly higher to make it feel rewarding (perhaps 50-150% of a normal gold drop, or a fixed range like 20-60 gold per proc, tuned by the developers for balance). This affix would provide a nice passive gold farming boost, especially useful for players who enjoy running high corruption maps or pushing endgame without relying solely on gold find nodes or other economy sources. It adds a thematic "golden" feel to corruption and gives players another reason to chase corruption gear with interesting utility affixes rather than just pure power. It could also synergize well with existing gold find mechanics and make corruption feel more rewarding overall.
Title: Removing Items Granting +X to a Given Skill Should Return Last Allocated Skill Point
Suggestion: Rather than remove the first skill point was allocated after getting the item equipped, please just remove the last allocated skill point. It's unintuitive when it's the point that you got after leveling the skill and you may not even realize which point was taken.
Title: QoL - Add Weaver Tree profiles as reputation reward
Suggestion: Add swappable Weaver Tree profiles you unlock through reputation progression. This will allow for easy swapping when you want to change focus on your end game farming/play style.
I understand there is an option to respec the tree. My argument is it's not about the (memory amber) cost, but the time commitment to redo your Weaver Tree. As a casual gamer, most nights I play ~1 hour and it would be nice to easily swap between end game focus farms.
Title: QoL - Loot filter upgrade.
Suggestion: Please add an option to hide glyphs and runes. The endgame screen is too cluttered with unnecessary clutter. I'm tired of making thousands of unnecessary clicks every day.
Title: ADD "Bow Attack Speed" as a possible stat** on Gloves**
Suggestion: Please add "Bow Attack Speed" on gloves.
The hands/gloves are an important part of the bow playstyle, quick drawing arrows are not just a fantasy, they are a requirement.
Give us the tools for it on the gloves!
Every other attack type gets boosted on the gloves already.
You even changed the visuals for wielding a bow....
Please make it happen! 🙂 🫶
Title: Uber Abberoth killing time ladder
Suggestion: Add a ladder for killing times of Ubber Abberoth fights.
Title: Rare Prophecy Rewards
Suggestion: Add one more Rank or add it to one of the currently existing one (propably one of the last ones) that rare rewards cannot be rolled anymore.
Title: Monolith boss settings
Suggestion: Have Harbinger Crest remember the last thing you chose and keep it that way until you change it manually. Add a setting that skips the blessing selection menu when defeating a monolith boss.
Title: COF More Customization
Suggestion: Give COF a tree to let the player prioritize the rewards they want. E.g. if I don't care about sets, I don't have to spec into set-related nodes on the tree. Same for boss-exclusive drops or experimental affixes or runes of ascendance or whatever. Also maybe incorporate Imprinting into COF. It feels like Imprinting would make a ton of sense for COF, either to influence prophecies granted or to influence drops directly.
Title: Hotkey to reroll prophecies.
Suggestion: Hotkey to reroll prophecies, instead of clicking the button.
Title: No Identical Prophecies Offered at Same Time
Suggestion: If a completely identical prophecy would be offered, offer something else instead. (I literally just got offered 3x "Death of a Boss + Unique Relic x3" prophecies on the same screen.)
Title: COF Partial Refund Prophecies
Suggestion: When discarding prophecies (not rerolling, to be clear), partially refund their favor cost (without any bonus from rank effect on favor gain to prevent any sort of unintended loop; and without counting it toward favor-to-next-rank). This would make it so if you decide to change your farming plans you're not stuck either with a bunch of wasted prophecies you took earlier that you have no plans to complete or a bunch of wasted favor.
Title: Make physical melee damage when using X general melee damage
Suggestion: In sentinels we have these affixes on chest, for example, where we get melee phys dmg if wielding a mace or sword but why? Why can't we have it as general melee damage so it also works for the other types of damage the class has access to or even to give us access to other stuff like using the cold damage set. I want to use fire Vengeance with the Vengeance mace but the affix only gives me physical damage and not fire. Also for Rive we get fire damage with a mace so why have the affix locked to physical damage? Would also suggest the same to other classes that have the same kind of problem.
Title: Allow player to send video in bug report:
Suggestion: Some bugs are easier to see by sending a whole video to show the process instead of a single picture. For example, the bug about abomination would sacrifice itself when it sacrifices the minions in the "destruction engine" nods. Hence I would suggest allowing players to send video in bug reports.
Title: Nemesis Item Window Grace Period
Suggestion: Please add a "grace period" buff to players when they open the Nemesis Item Window, with the same functionality the loading screen "grace period" buff has: invulnerability, cannot be targeted, removed after using an ability or a brief period of time. I would suggest just pausing the game entirely while the window is open, but I already know that's been suggested before and isn't technically feasible right now.
Title: Controller Autobombers
suggestion: someway to auto press one button with controller like people do with keyboard on NumLock like holding left pad and press skill to hold the skill
Title: Items - Builds
Suggestion: We need introduction of more GG base chase items like Headhunter/Mageblood in POE.
Red Rings were the single chase items that werent "multiple LP" chase category.
Hopefully we'll get more of items like that in future that even if it drops with no LP you would hold your head.
Title: Exalted Item Base Type Accessibility
Suggestion: Currently one of the strongest arguments for crafting legendary items (as opposed to even considering actually using exalted items as-is) is the sheer difficulty associated with getting specific base types. Take for example 2H swords: if your build requires a Hollow Blade to make using an exalted 2H sword worth considering, that means your odds of successfully getting a usable item whenever any random exalted 2H sword drops (before even factoring in affixes at all) are approximately 1 in 12. If you were to give up on the idea of using a Hollow Blade though, and instead opt to use a legendary? Suddenly any 2H sword whatsoever is worth your time. It does not seem intentional or desirable (from a game design standpoint) for getting an exalted 2H sword to slam into say, Black Blade of Chaos, to be TWELVE TIMES EASIER than getting an actual exalted 2H sword to use as-is. I cannot overstate how absurd this is. I literally gave up on the idea of using a Hollow Blade because it's an order of magnitude easier to just not bother, and use a legendary instead. Please fix this by adding some way to either convert base types for a trivial amount of forging potential, or add some (powerful, not weak) method to target specific base types.
Title: Build-A-Prophecy for CoF mechanics.
Suggestion: Part of picking prophecies via the CoF mechanic involves both the reward type and the trigger condition. This invariably leads to a preference for triggers that are as generic/common as possible. Especially when fishing for specific reward types (like the generic runes, for instance), which are also kind of rare on their own, you do not want to grab one that you really have to go out of your way to accomplish.
As such, my suggestion is a mechanic to allow us to tailor a prophecy per constellation that is our own design. Either a simple reward-trigger condition or a system that allows us to select the reward types associated with triggers to form at most one prophecy choice of our design. Maybe even overpriced compared to a randomized outcome, to reflect the deterministic nature. Could also be expanded upon as one rains ranks in CoF.
Title: __Add "favourites" to Woven Echoes tab __
Suggestion: I find myself alt tabbing often to see which echoes I want to run. Having a favourite marker on the specific woven echo on the tab would fix this issue.
Title: Woven echo preview on unobtained echoes in tab
Suggestion: I don't know which echoes I need to complete to give me weaver tree points. If those empty slots on woven tab had some sort of preview, I would know what I need to get.
Title: Gear visuals
Suggestion: I think it would be nice if all the gear, normal and uniques, had their own look and model. The fact that its a set appearance between each class i think doesn't look that great.
Filter Indicators for Inventory Items
Title: Smelters Wrath rework
Suggestion: Give Smelters Wrath skill tree a partial rework that allows it to turn into a toggle aura similar to Signet of Agony in Bone Curse plus some additional support for it.
Part of the entire Forge Guard identity seems to be build around 'big beefy fireman' but leaning into that is very hard. By giving Smelters Wrath the ability to become a righteous fire esque ability, it might increase it's playability and allows for people embracing the fire aspect of Forge Guard more and might reduce the identity crisis it currently has
Title: Void well should either go off faster or warpath's negative mana limit should be raised.
Suggestion: Now that warriors fury is capped a lot of people are able to get enough mana to theoretically sustain it. But becasue warpath's 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 -30 (or anything below -25) 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).
Title: Additional Set Item Corruption Outcomes
Suggestion: I assume the reason set items cannot get new affixes from corruption is a rarity system issue, since uniques that get corrupted affixes become legendary etc. I think it would be beneficial to reconsider whatever was blocking set items from the capacity to receive additional affixes from corruption as they would be a great outlet for runes of corruption and corruption would be a second great outlet for set items. All other item rarities have had their overall ceiling for power upped with corruption but set items (non-reforged) did not get any boosts to keep up!
Maybe any modified set items use the 'Reforged' rarity aswell, just keeping their set affixes?
Title: Lich Reaper Form Health Decay acceleration tweak
Suggestion: The line "The health decay accelerates while you remain in reaper form." - I get not wanting people to stay in Reaper form indefinitely, but if the acceleration rate gets high enough, it essentially devalues your leech since it is actively working against your leech pool. Yes, more damage resolves this to an extent, until you stop damage for .5 seconds and instantly lose reaper form with no recourse (evading a mechanic etc.).
It creates a feeling of losing defense over time (leech and overleech) on long lasting boss fights (abberoth early and uber abberoth later) and it almost guarantees losing reaper form at least once per boss fight.
Again, definitely don't remove the acceleration degen, but I think smoothing out the curve over say a 5 minute period (average uber kill with good gear) vs over what feels like around 2:30 which is how it feels now.
Title: Havoc & Redemption Runes for CoF
Suggestion: There should be a prophecy for Havoc & Redemption runes for CoF. Currently you can get them from the "Runes" prophecy but there should be a specific one. It should probably be close (maybe a a little lower) in price to the Rune of Ascension prophecies but still less than Rune of Creation.
Title: Minions unsummoned on character death
Suggestion: Please have the minions go in to stasis rather than being unsummoned on character death. Having to resummon when progressing content is unfun.
Title: Skill Tree Nodes Could Show if they are affected by conversion with color:
Suggestion: For example, Green border means node is fully converted. Purple border means 1 or more parts of the skill aren't converted
Title: Skill Tree Progression Slider
Suggestion: Currently if you have an item equipped that grants +2 all skills and then unequip that item, points are removed from all of your skills essentially randomly. My suggestion would be to implement something similar to the "skill tree progression slider" seen on lastepochtools.com, where players can say "this is how I want the first 40 skill points in <skill X> to be allocated" -- Ideally you would be able to assign as many points as you want using that "in-game slider equivalent" and the game would just dynamically assign actual skill points following that.. planned skill point allocation order, as skill points are lost (or gained) during normal gameplay. This should probably be an optional/advanced feature players need to opt-in to on a per-skill basis.
Title: Corruption's Chance to max roll an item.
Suggestion: Corruption's max roll proc should give the optimal number and not simply the higher integer. (ie. Taking 4% less damage is better than taking 2% less damage)
Title: Improve Primordial Ambush Node & Riven Gateway Node (Weaver Tree)
Suggestion: (1) Improve the chance for Primordial Ambush. The chance seems to be in the very low single digits per echo based on running somewhere in the low hundreds of echoes with it so far and full-clearing many of them. I've seen it trigger about six or seven times. (2) Actually show the percentage so the player can make a more informed decision. (3) Make the Riven Gateway node trigger on Rift Beasts that ambush you. They leap out of portals. I really don't get why this doesn't count. It feels borderline unintended that it doesn't synergize.
Title: Improve Merchant’s Guild Listing Efficiency & Item Management
Suggestion: (1) While the stash and filter systems are excellent, the current Merchant’s Guild listing system feels very time-consuming and inefficient. After listing items, players can no longer properly use filters to manage or review them, which makes organizing large amounts of gear extremely frustrating. Allowing filters to remain usable after listing would greatly improve item management and overall usability. (2) Another major issue is the lack of bulk listing or pricing options. Right now, if I want to list multiple items at the same price (for example, 50 idols at 100k each after a farming session), I have to manually set each one individually. This process is repetitive and unnecessarily slow. Adding multi-select listing or bulk price setting would significantly reduce the time spent on trading. (3) Additionally, removing items from the market is very inefficient. Players must take down items one by one, which becomes a huge time sink, especially for listings that haven’t sold after 2–3 days. It would be much better to have features like “remove multiple items,” “remove all unsold items,” or even a quick sell option directly from the listing interface. Currently, I play around 7–8 hours per day, but I end up spending an extra 2 hours just managing listings and removing old items, which negatively impacts the gameplay experience. These improvements would make the trading system much smoother, more user-friendly, and less time-consuming.
Title: Improved Chat window for ease of use
Suggestion: The chat window is one of the most frustrating parts of the UI to interact with. It should be able to be freely resized, and have other tabs separated with the different chat channels (DMs, Party, Global) instead of toggling them on and off inside of the first tab. Also chat notifications for received messages should have optional sound (can use loot filter sound selector for ease of integration). The chat history is far too short and prunes messages very quickly. Please add a configurable maximum size or just flat out enlarge the message stored count. Potential to disable certain notifications would be useful, such as the loot filter toggle notification for those of us that toggle it off and on a lot to check filters. When you mouse over an item that is linked in chat, it is difficult to keep the item popup showing while chat is scrolling and people are typing, please allow for item popups to be maintained until the mouse cursor is moved, even if chat scrolls past it.
Title: Upgrading Homebase
Suggestion: I am positive this must have been talked about before, but I would really like the Monolith homebase to feel less depressing and lonely. I've never played PoE end game but I know what Hideouts are and they sound awesome.
I would love to see EHG's version of this. I think there is SO much potential that you can do with this.
For example, one of the biggest things I am hoping for would be to hunt seasonally for stuff. More goals. Let me hunt something that I can add to my homebase.
As it stands, locations are also seemingly too scattered to do all the things in end game. Like going to a training dummy. I think we should at bare minimum have a training dummy.
Or at least portals to these locations. Custom portals?
That'd be cool.
title: nemesis qol
suggestion: huge panel and no pausing make interacting with nemesis ui really bad. happen really often to be oneShotted by off screen monster with huge blast (hello golem). i know that pausing on this window is a recurring demand, in the mean time could you make us invulnerable while interracting with this window ? i know some players might abuse it, but for the greater good plz 🙏
Title: Improve Monolith XP Rewards
Suggestion: Improve the Tomes of Experience reward. It gives about 1-2% of the XP bar at the maximum 3 tiers of the reward. That's absolutely terrible for something that's supposed to be target-farming XP.
Title: Sacrifice node for skeletal mages
Suggestion: Could we get a node that lets the skeleton use our sacrifice skilltree instead? Maybe tie it to archmage node so that the archmage is more interesting.
Title: Resource Pickup Notifications Customization
Suggestion: Allow the player to customize which resources get their own line vs get grouped into "Other Resources" or "Other Affix" shards in the top-left notification. Also allow the player to have Memory Amber and/or Gold show up in those notifications because it's often impossible to see the notification for those that pops up by the player character due to color, backgrounds, VFX, etc.
Title: Harbringer Eyes Vendor
Suggestion: Add Vendor to Shattered Roads that lets you trade X Harbringer Eyes for the Uber Abberoth woven echo.
Alternatively, let us use multiple eyes to enter the Uber Abberoth fight.
Title: Hotkey to ignore Stash Tab Priority
Suggestion: Add a Hotkey to ignore Stash Tab Priority while pressed and instead move the right clicked Item into the selected Stash Tab. Good for Having Stash Tabs which aren't general Storage of any kind but for Items you want to specifically reroll with Farsight Turtle or Feed to a Nemesis or any other use case where one would want them in their own Tab.
Title: Add a Search Function to the Prohecy Windows in The Observatory
Suggestion: Being unable to highlight/search for a specific keyword when rerolling prophecies in the prophecy windows is really both annoying and wasting time. If I want so badly to find a Rune of Creation prophecy or any other specific type, I would love to be able to just type it's name or a keyword highlighting the target prophecy specifically!
Title: Better way to search for Prophecies
Suggestion:
- Rolling prophecies for specific hits is a not fun. The less time spent rolling prophecies, the better. If we can get a filter to highlight prophecies we want, it would make the process a bit easier since we'd have to spend less time hovering over each option. Ideally, we'd be able to filter by event, condition, reward (item type, rarity and quantity)
- Have Prophecies specifically for Runes of Havoc and Runes of Redemption. (Like ascendance and creation have)
- Getting lenses that are for more specific glyph and rune prophecies would also help. (kind of like you have with Idols)
- Give an option to make the animation between rerolls faster so less time is spent looking at the screen changing.
- Make the lenses more powerful; make it more likely to get what you want. Make the reroll cost higher (based on how many lenses you're using) to account for the higher chance. This means less time spent searching, and hopefully cost about the same resources.
- The filter mentioned in point 1 could be based on the lenses you've used (if we get specific enough lenses)... or it could be self selected
Title: Variety defense nodes to other classes / Passive tree rework
Suggestion:
- I want to be able to go block as a spell blade if I want to. The battlemage archetype certainly fits within that realm. There are no block synergies on the passive trees. No glancing blows, no recover ward on block mods for shields. More avenues for defense would greatly improve the game for all classes, not just (in this case) spellblade, or mage in general.
How that implementation goes, I don't know. Probably a rework of passive trees in general. (Class agnostic tree for defense and standard offenses, and class specific trees for unique class interactions maybe?)
Title: adding the thorns stats in the characters stats
Suggestion: Is there a way to add the Thorns stats in your character stats? because I can't find it and I don't know what's the thorns doing.
It's a new sealed affix on the shield or body armor. But we don't know if it reflect damage when it while ignoring the armor, or thing like that
Thanks !
Title: Void Shield Throw
Suggestion: Would be really cool if the affix that turned shield throw's base damage to void, also changed lava burst to void 🙂
Title: Circle of Fortune & Monolith Map UI
Suggestion: Like quests, give CoF timeline-specific prophecies show up on the monolith world map with a marker/pip. At endgame when you're churning through a ton of favour and prophecies, there's no way to really keep track of which monos you have prophecies for (and no way to organize the prophecy screen either accordingly). A marker showing which monos have active prophecies would solve that, making target farming a lot smoother. (Alternately, at the least colour coding prophecies in the prophecy menus/giving them some kind of visual indicator of which mono they're for, sorting them by mono, etc would be nice)
Title: Exiled Mage Echo Chain
Suggestion: I would like to see an Echo Chain that specializes in Exiled Mages. We have them for Nemesis and Beasts, why not mages?
Title: Player Barrier Bars Color
Suggestion: Add a color selector for the barrier bar displayed above the player health bar
Title: Nemesis UX improvement
Suggestion: If dead set on never pausing the game while the nemesis popup is open, please at least make it close when you click outside of it, like any good popup should behave in 2026. Thank you!
Title: Nemesis Imprint
Suggestion: Add a new imprint slot that allows similar items to sometimes appear on a Nemesis's 4-item choices (maybe limited to single T7 if necessary for balance).
Title: More Stash Tab Icons
Suggestion: We could use some more stash tab icons. Please add more stash tab icons. 50 characters.
Title: Omens veil requiring simult. 3 omens to get pinnacle of chaos
Suggestion: Do allow us to do it one by one or please give it better optimization (lags the game a lot to do 3 greater omens at once so far I managed to only complete it once without dying thanks to the lag)
Title: Quality of Life (QoL) request for The Woven shop (Masque)
Suggestion: Hi EHG team, I'm really enjoying the new season, but I'm finding the Woven Echo shop (Masque) very frustrating to use due to the lack of visual information.
Currently, there is no indicator in the shop to show if I have already purchased/completed a specific Echo or if I already have points invested in that specific node of the tree. This forces me to constantly switch between the shop window and the Woven Tree window to compare icons manually, which is very tedious.
Suggestion: Please add a "Collected" or "Checkmark" icon on the Echoes in Masque's shop if the player has already unlocked that node in the tree. It would make the progression much smoother. Thanks!
Title: Add loot filter option to show by vendor gold price
Suggestion: Instead of sorting through the close to 500 Unique items and deselect which is worth to sell to vendor - it would be a really nice addition to let items show that you can sell to vendor for a little extra income.
Title: optional lower effect details during omens only
Suggestion: omens have a vastly denser enemy pack size, accompanied by all the particle effects from the attacks they do that makes them require significantly higher processing power. Please give as an option in settings to lower particle effects just during omens.
Title: Remove negative mana channel-canceling from Flame Rush
Suggestion: 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.
Title: Physical/Desert Storm Bolt Cosmetic
Suggestion: If I want to use a consistent theme for a wind Shaman, I can use Tempest Strike's Wind Tempest, Tornado, Physical-Converted Maelstrom, and Physical-Converted Storm Bolt. The odd one out of this group is the Storm Bolt, which when converted has a visual of a spike of earth. If we had a more appropriate visual to accompany the rest of the wind skills, such as a buffet of wind or sand (potentially to match the desert-themed Warcry effect) I would purchase it.
Title: Loot Filter Font Changes with patch 1.4.3
Suggestion: 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.
Title: Hold down left click to loot
Suggestion: Just like holding down left click will trigger shrines and other events, it should also loot drops (and open chests, but that one I don't remember if it's already the case). This, or please give us a loot keybind à-la-Grim Dawn. Thank you!
P.S.: If hold down to loot were implemented, I'd think it shouldn't apply for when we toggle off the filter; wouldn't want a bunch of bad items looted automatically.
Title: Disable Hotkeys in Loot Filter
Suggestion: 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
Title: Respawn Option on dungeon deaths
Suggestion: Please bring us back to the dungeon waypoint, when we click "Respawn" on death and NOT to the nearest town.
Title: Pay to enchant idols
Suggestion: I have lots of memory amber and I would like to be able to use it up.
One way I think I could do that is to Use Memory Amber to re-roll Idols, perhaps an extra roll could cost 200-500 amber.
Sound like a good deal to me and I then need to keep earning it for all my characters instead of piling it up for no real use.
Title: Traversial skill on controller
Suggestion: On controller i cant move as long as on mouse when using Healing Hand traversal, feels bad man. Make it going max distance as long as you hold the button
Title: Add either a page for Skill stats or enhance tooltip
Suggestion: Please please add a way to see the various stats of a skill, that go beyond the base character stat sheet. Example, crit chance, added crit multi for just that skill, penetration with just that skill, (heartseeker recurve chance), other specific skill modifiers etc. PoE has different "tabs" in the character sheet for various skills. Something like that might work for specialized skill stat sheets.
Title: Auto Gold and Rune pick up (via pet?)
Suggestion: As simple as the title sounds. I think it would be a great QoL to the game if the pets we have would "run around" and pick up the gold and runes on the ground. Or even make it so we can get a "misc stat" to increase our pick up range. Maybe make the runes, keys, etc able to be picked up by running over them the same way gold is. Not a very big change, but it's a great QoL that I think a lot of people would be really happy about.
Title: Adding and Subtracting Skill Levels (maxroll style)
Suggestion: When you un-/equip items with +skill levels, you have to fix your skill trees every time. My suggestion is to implement a "skill order" bar that you want to use your skill points in (exactly like the bottom bar under the skill trees on maxrollgg). Then either automatically or with a button press the game just assigns as many points as your gear allows at that moment.
Title: Refreshed cooldowns on new echo
Suggestion: Whenever you enter a new echo from the "hideout" area, your cooldowns persist as they were previously. This affects Lich players having to wait for Reaper Form to reset because they took more than 2 seconds to go to their next echo the most. Maybe consider allowing skill cooldowns to reset when entering a new echo in the monolith to allow people to keep grinding smoothly.
Title: Auto-Loot and Transfer
Suggestion: Can you add an option in settings to AUTO-LOOT keys, runes, crafting stuff and gold, as well as Resonances and auto transfer please 🙏
Title: Allow Omen Windows to Increase Bonus Stability
Suggestion: As it stands, Omen Windows do not currently contribute to bonus timeline stability; this makes them feel almost entirely separate from the gameplay loop - particularly in early-mid game leveling/pushing corruption. Particularly with current rarity of omen idols, it feels like a distinct lack of incentive to do them; while they're actually a fun mechanic, I find myself skipping them more often than not due to feeling like there's a lack of reward - i.e. No stability, and omen idol rarity. (Yes, I know - "Timeglass fragments, idol altars etc etc," but then it feels like it becomes a 'mandatory' thing, which also feels disconnected from the gameplay loop, as opposed to occurring naturally within it. Also, this is not a complaint about omen idol rarity, to be clear. I just believe that allowing omen windows to count towards bonus timeline stability - even at a reduced rate - would help them fit more snugly into the gameplay loop.)
Title: Increased base Health regen
Suggestion: The base health regen is very low and doesn't have an impact unless you have tons of investment, compared to ward that gets the ward generation a lot faster with pretty much no investment. It would be good to have it increased by level, still having an impact and would feel nicer and rewarding.
For example you go from 30 health regen through the campaign and monoliths to 150 with one empowered blessing. It's a big jump and after that point you can or will try to get it higher, before having the blessing it's not really worth investing in it.
Title: React to Player Feedback Faster
Suggestion: Since season 4 released, we've had 7 different client-side patches, and 2 server-side updates. In those accumulated patch notes we've seen approximately ~222 different bug fixes (several of which didn't actually fix anything -- and in a few cases made the issue worse), and.. almost nothing else. Bug fixes are great and all -- desperately needed, even; given the sheer quantity of bugged interactions in Last Epoch. That said, are we going to see any feedback outside of bugs addressed before season 5? There's quite a lot of it; and we haven't really heard anything about.. anything, as players. It's been 2 full weeks since season 4 released. Can we please get some sort of post addressing player feedback? It feels like EHG has never heard of the aphorism "perfect is the enemy of good" -- wherein insistence on perfection often prevents implementation of good improvements. Just as an example: people have been complaining about various different aspects of Circle of Fortune (particularly prophecies) since they were introduced in 2024. I myself have brought up numerous different issues, and it seems like EHG simply is not interested in addressing any of it.. because they have that particular beast slated for a redesign in season 5. This is a perfect example of insisting on perfection, even when that prevents implementing good improvements today. If inspiration is needed, GGG does exactly what I'm asking for with PoE and their development manifestos: they communicate design intent and address common feedback. We may not always agree with the resulting decisions as players, but the simple fact that those posts exist to begin with is a million times better than what we currently have, where people ask Mike random questions, and he often isn't even able to answer the more in-depth ones simply because he wasn't part of the internal discussion that led to the thing players are asking about in the first place. Thanks for reading.
Title: Item Ground Label Affix Indicators show different shape for T6/T7 Suffixes/Prefixes
Suggestion: The ground labels for loot already show you how many of both prefix and suffixes an item has. I propose that the little circles change shape depending on the tier of the affix, at least for T6 affixes and T7 affixes. That way, if you have Item 'Ground Label Affix Indicators' and 'Normal item name length' turned on, you can read the name and look at the dots to see what affixes are exalted without needing to mouse over them (once you've memorized the names). Perhaps a rhombus (T6) and a star (T7). Maybe another shape for T8's?
Title: Copy Stash conditions to an existing one
Suggestion: enable an option to copy paste a stash setting to another one. Sometimes you want to reuse a stash instead of making a new one, especially on CoF where gold income for stash is much lower than MG
Title: please add Potential Tier to stash tab priority option
Suggestion: please add Potential Tier to stash tab priority option
Title: Keep "Rune of Removal" in crafting slot
Suggestion: Please keep the "Rune of Removal" in the crafting slot after slotting out an item, so we can better "chain salvage" items.
Title: Dump skill
Suggestion: give us one upgrade for skills as dump point in case there's nothing useful anymore
Title: Rune Prison Complex Echo
Suggestion: Could you increase the drop rate for the Rune Prison Echo, or at least make it available from the vendor? I looted two of them during the campaign, but haven't gotten any since. I've been level 100 for a while now and have 800 Corruption, but I haven't dropped a single one yet. And from what I've heard, others are having this problem too.
Title: Directly swapping out items while "Rune of Ascendance" is selected
Suggestion: Title... Let us directly swap out items while the "Rune of Ascendance" is selected in the crafting window, allowing for a faster upgrade chain. Always rightclicking out crafted items AND rightclicking in new ones is one step too much.
Rune of Shattering can cause much more damage and it stays inside. Time to bring that option to Removal+Ascendance aswell 🙂
Title: Rework chat function (feedback+suggest)
Suggestion:
In my opinion, the chat could see a slight rework. It happens so often, that it is simply not possible to type in stuff. It feels like the clicks do not reach the type bar. (reported as bug aswell)
In multiplayer it happens a lot, that the group member(s) do not see the stuff i typed in and that it could take 2-3 messages until the rest is loaded aswell. This goes for whispers and group chat.
Can't say anything about public chat, because i don't use it.
Let us chose the stuff, we want to see in the chat:
I don't want "Loot Filter: Enabled/Disabled" or the Omens voice fill up my whole chat.
Options could be:
Ambushes
NPC voicelines
Loot Filter notes
Stability gains/Echo information (encounters)
Prophecy notes
Beside that, allow us to:
Move chat
Scale chat
Reposition chat (left/right/top or bottom)
Title: Seasonal Challenges for MTX
Suggestion: I recently watched the most dev stream, and Mike said he hoped they might do a "battlepass" for cosmetics that is done right, and doesn't feel bad to progress. I think pulling from other ARPGs in doing seasonal challenges is the best approach for this. It gives a sense of accomplishment as opposed to other "battle passes" where they use arbitrary "points" to level up tiers in unlocking mtx and such. Challenges are simple, if you did the challenges, you get the reward. No battle pass tiers, no arbitrary point system. Just pure challenge, achievement, and reward. It would give a good reason for people to return to the game as well, even if the seasonal content isn't THAT game breaking. At least they can play the game and earn some cool cosmetics. For me, that is one of the reasons I play PoE1 every season. Especially if the challenge appearance is super cool.
Title: Rework ambush announcement
Suggestion:
I would like to see a small popup template on the screen, maybe in the middle part of the window, at the very top. Different announcements for different types, beasts, orobyss, normal echo ones...
Examples:
A void/galaxy 'ish styled announcement for shade of orobyss
A nature/mountain 'iish styled announcement for the rift beast
A weapon/shield 'ish styled announcement for normal echo ambushes
A better visual effect on the map would be much appreciated aswell.
title: dummy dps meter
Suggestion: add an in game dps meter on the dummies. It's so painfull sometimes to verify if a specific choice is better than another
To submit a suggestion be sure to use the following format:
Title: [10 Character Minimum]
Suggestion: [50 character minimum]
Title: Lazy Faction
Suggestion: faction that is less worth them CoF and bazaar, but is passive, I don't like market and always forget to use CoF, so no bonus for me 
add new functionalities to the monolith of fate hub
Title: Woven Echo for Recycling Weaver's Will Items
Suggestion: Allow the player to sacrifice a copy of a Weaver's Will item and a rune of weaving to 'reweave' another copy, removing its legendary affixes and giving it WW equal to a random number between the WW/total tiers of the two items. E.g. if you put in a 12WW and an 18WW, the output can be 12-18WW. Would be a nice way to make getting a decent WW item less of just "RNG, hope and pray," while still coming at a cost (e.g. if you want to reweave a 24ww, you're best off sacrificing another 24ww). Could be a different mechanism too, just an idea. Core suggestion is some way to use extra WW items and a way to let the player pursue well-rolled WW items.
Title: New Julra Crafting idea
Suggestion: On a 1LP or 2LP you have option to pick an affix to NOT get. Maybe T4 Julra only?
Title: Stash tab import/export
Suggestion: I would love to be able to set up my tabs, with priorities, sorting and all the bells and whistles... and export this as some form of json or xml (similar to how loot filter is). Then when a new season opens up I can just import this list to start unlocking the tabs I need/want already pre-configured.
Just having the pre-set there just greyed out and on click prompts us to pay to unlock that tab... just a headache/time saver imho.
Title: Notification of weaver tree imprint triggering
Suggestion: After having run into what felt like a bug and a complete and utter lack of imprint triggers for a couple of days and over a dozen hours, I started investigating this personally, but one of the things lacking is a good idea that yes, the imprint DID trigger, but the items resulting were filtered by my loot filter, akin to how CoF prophecy triggers work. While disabling the loot filter and sifting through the drops trying to figure it out on my own is an option, it's also not a good option.
Title: Make glyph of envy a RUNE
Suggestion: Title...
Please make it a rune, so we get a chance with rest of FP to change the subtype of an item.
Having the glyph only be able to do within the upgrade process of the stats makes the whole crafting with the already limiting FP on items a bigger issue.
For example and how it currently is...
If an item drops with multiple exalted stats, could be 1t7 & 1t6 with 2 t5 on it and you want to make a primordial exalt with it, but all stats are maxed and the subtype is pure garbage you are forced to remove a stat with rune of removal, hoping that the exalted stats stay and then craft the exact old stat back on it, just so you are able to change the subtype of an item with glyph of envy during the upgrade process again?!?!?
If the item is NOT aimed to be a primordial, it is even worse because evo rune would open up a slot for crafting...
You wouldn't even consider using an evo rune on items with a bad subtype...problems within problems here 🙁
This is NOT fun!
Let us craft the items and with the tiny rest of FP on these items, we can than use the RUNE of envy the same we we use refinement and shaping.
THIS would be awesome! This would take out pressure from the crafting process with exalts....
Everything is balanced and pushed around uniques/legendaries because exalted items are just not fun to craft!
Some player would be happy to actually equip exalted items, if they were crafted properly to wear and not always to be crafted via temporal sanctum
Title: Summon Spriggan in Spriggan Form
Suggestion: Allow us to use "Summon Spriggan" in Spriggan Form. It is pure clunk to always switch forms just to spawn them, wait for the cooldown to refresh and then go beack again.
If i could play 100% as i want, i would remove the Spriggan form completely once iam in there and if my minion died, i would need to put it back in the cast bar, which triggers a 6sec cooldown, go out of the form, summon the spriggan and than wait for the 2nd 6sec cooldown to refresh just to be back to normal again.
The whole process would cost about 12 seconds without Spriggan Form on cast bar and about 6 seconds with it on....
So, just let us use the Spriggan themed skill in Spriggan form
👍
Title: Remove normal Aberroth preamble phase
Suggestion: Remove the harbinger preamble phase on normal Aberroth. I have the damage to kill normal mode while he casts the first timeshattering slam, it takes longer to listen to the opening RP and kill the harbingers.
Very tedious and unfun to farm normal for Nihilis.
Title: dev blog for item progression
Suggestion: given the broad ranging feedback on item progression, i would like to see a dev or design blog post on the history of item progression in LE, mistakes or issues that have arisen and goals for the future. I feel that this would help to contextualise the current situation and perhaps have the side benefit of self-selecting a committed like-minded playerbase.
Title: Pick up Range!
Suggestion: Increase the pick up for Gold/pots/ember/bones abit, it so short atm so you need to run alot of extra steps to collect . just abit more would be nice like Dubbel as it is now
Title: Last Progressed Indicator on Monolith
Suggestion: as a future QoL addition is there a way to highlight the last Monolith progressed as often I log out and forget where I was and have to hunt about to pick up where I left off
Title: Oerdan's Watch Equivalent for Changing Item Subtype
Suggestion: A woven echo for a 1-FP way to change an item's subtype by putting in the item you want to change + an item of the subtype you want to change it into. (Must obviously share an item Type, e.g. body armor & body armor.) This would help alleviate a LOT of the issues around actually using Exalted items.
Title: Control on type of echo chains that spawn
Suggestion: Passives on the weaver tree that are behind Memories of the Observer that increases the chance an echo chain is a specific type. One passive for each echo chain type besides normal.
Title: A way to capitalize on overcapping Shock and similar ailments
Suggestion: Would be nice to have something along the lines of "Shock applied beyond the stack limit consumes all stacks to deliver a surge of electricity dealing X critical damage; can occur once every Y seconds".
Title: Exalted merger
Suggestion: I think hunting T7s can be fun, but with a different mechanic — similar to Julra, for example — it could be a way to slam/merge Exalted items. This should be a very end-game mechanic, rewarding us for our efforts after some time.
Title: easier way to transfer items into stash
Suggestion: instead of holding shift and then right clicking each item separately make it possible when you hold shift AND right click and hover over items it automatically transfers it to the stash. It makes it much more effecient when you have x amout of rings and such
Title: different spell tag damage for meteor
Suggestion: opening meteor to be able to have different spell tags will allow for more interesting builds and theories.
Title: [Idea] Corrupted tombs & cemetries
Suggestion: A new crafting altar for tombs/cemetries.
It would be nice to have a weaver node inside the weaver tree, that gives tombs and cemetries the chance to spawn as corrupted.
Corrupted tombs and cemetries offer a new altar at the end of it. Corrupted endbosses should get a new layer of power/abilities to bring some spice.
After defeating that corrupted boss you are allowed to use the corrupted weaver altar. 1 use for tombs, 2 for cemetries.
You offer a certain amount of rune of corruptions, maybe 20pc or so and set of 3 identical idols, stat wise, to merge them into a corrupted omen idol , 1x3 or 3x1, outcome could be random.
The prefix and suffix on the omen idol reflect the stats of the sacrificed idols, in a random range.
The corrupted affix granted on those omen idols should be random. The exact stats on the idols shouldn't matter, only the affix itself has to be the same.
This would allow us to craft these idols, merge them to smaller omen idols and gambling for a good corrupted stat.
Picture of how it could look 🙂
Title: Avalanche Talent tree change
Suggestion: Add Boulder fall speed back to the tree
A while back before the rework to avalanche, there was a node in the tree that made the boulders fall faster. It was removed in the rework, as a result, the boulders will just fall to slow to hit higher health targets like rift beasts and mages and any mob that moves around. This is really annoying. My suggestion, at the top of the tree there are 3 nodes that do almost the exact same thing. Remove one of them and add a fall speed talent, that doubles or even triples the fall speed so they can get to targets faster. Another way to do this would be to add a node that replaces the boulders with cold storm bolts, you could get creative there and make those storm bolts get really large with the area nodes, but anyways, improving the abilitys speed so it hits targets when your not hardcast spamming avalanche would be really cool.
Title: [MTX] Appreciation for the Wraithblade's set + wanting more
Suggestion: I personally play acolyte/rogues, and therefore i love the aesthetic of cloth/leather skins (some of the base armor skins are my favorite for rogue), and i loved that the Wraithblade's bring back a bit of the "leather-ry" on the set, its something i wish i see more on the shop/packages, since for the first few where heavy focused on plates/bulky armor. Hope you guys keep putting a few of the leathery/cloth-like options for us to enjoy
Title: Rune of creation change
Suggestion: Increase the ease of use and incentive to use Rune of creation Hey Devs, can you please make it so that the mirror rune can only be used on items with 0forging potential and that the mirrored version cannot be altered (except corruption) ? I think thats more fair. Because I honestly have never used mirror rune - I mean, im not done crafting the item untill i reach 0 potential anyway - at which point its either perfect or bricked - and if its not perfect then its not mirror worthy. Do you see the paradox?
Title: Fractions and Quests QoL
Suggestion: Adding a Keybind for the Weavertree. Being able to track Prophecies as if they were a Quest and being able to untrack Main Quests
Title: Removing Locations from (certain) Boss Prophecies
Suggestion: Prophecies that require to kill Liath for example require you to go to her location in the story where the area level limits the drops quite a bit. Seeing how she can still be fought in Ending The Storm, maybe consider removing the location requirement so these prophecies regain some value for endgame grinding.
Title: [Idea] Re-craft legendary with somethign talked about in 04/10/26 stream
Suggestion: I know is something that isnt maybe the focus of keeping crafting in the same item, but, as the season goes on, you get stacked on legendarys that arent that good, lp1 legendarys that arent useful even for rerolling, cause at some point you have lp2/3+.
So the suggestion is: Turtle 2.0, a echo that eats all the legendary itens and spit them as lp0. Maybe with a chance of giving the affixes as shards, but not even necessary, just a way to clean up all the not desirable legendary that we hoard.
Title: Small testing area for creating builds where you can edit items.
Suggestion: It would be really cool to have a testing system for those who want to create builds. There's already a training dummy, but I need to have all the items in the correct format to verify if the theoretical build works or not. This would open up possibilities for many players to try creating and testing their builds in a testing field/area, allowing them to edit choose items to check if they work. Who knows, maybe more variations or interesting and fun builds could emerge, without being limited to those created by Maxroll or LastEpoch Tools (which all seem the same).
Title: EHG priorities - QoL suggestions vs. gameplay improvements.
Suggestion: I listened to Mike's Dev Chat today and while I love the format, a lot of the questions are about quality of life improvements. While these would be nice and the suggesitons are great, I truly hope EHG will NOT prioritize and spend development time on these first. Instead, I suggest EHG spend their time and resources on things that will improve the gameplay experience next - new bosses, new encounters, finish the campaign, new skills, improvements. I also know Raxx recently made a feedback video, and most of it was QoL suggestions. Again, good suggestions but these aren't needed right now. For example, did you really need to spend time and money making it so there can be 200 loot filter rules? Or could we have had a more exciting experience in game instead? You get my point, I'm sure you're already way ahead of me. I just worry from Mike's responses that these minor quibbles will get priority over gameplay. Thanks.
Title: Lich (Flay) without Reaper Form.
Suggestion: Flay is probably my favorite skill, honestly aside from Shatterstrike it’s one of the most satisfying skills in the game imo (I know not for everyone). That said, it feels like the current design locks you into Reaper Form and Death Seal, which effectively takes up two skill slots the moment you commit to the ascendancy.
It would be great to have an alternative playstyle that doesn’t rely on Reaper Form, something that enables more variety. When Flay was introduced last season, it was mentioned as being usable outside of Reaper Form, but in meaningful endgame content that doesn’t feel like a viable option. Maybe adding a node in flay or on the lich tree to support outside of reaper form would be awesome for build variety. Love the season, its an absolute banger, very excited for future content and so excited to see what the community cooks up this league.
Title: Glyph of Promise (Easier Exalted/Reforged Crafting)
Suggestion: I generally find myself using a lot of uniques, especially with low LP chance. It's very easy to find something to slam with the correct affix. When I go to use a reforged item, or an item with a T8 affix though, it's MUCH harder to craft, and harder than it's ever been. I'm always very excited to find runes of havoc or redemption, but the odds of being able to make an item I need to wear directly feels much worse than unique slams.
So my thought is, maybe we could add a new Glyph (there aren't any glyphs I'm excited to see drop right now either), which guarantees reducesd cost of FP on every craft, but marks the item as "unslammable" in some way.
Title: Mana Strike skill level affix change
Suggestion: Right now Mana Strike skill level affix gives increased lightning damage, even though Mana Strike can be converted to cold. It should instead be increased elemental damage or melee damage.
Title: Auto-Purchase Filter for Prophecies
Suggestion:
To improve gameplay flow and reduce manual menu fatigue, I suggest implementing a customizable Auto-Buy Filter for the Circle of Fortune Prophecy system. Much like the existing loot filter, players should be able to set specific parameters—such as item type (e.g., Belt), rarity, and completion conditions (e.g., Monolith, Dungeon, or Arena). When a prophecy matching these criteria appears in the constellation, the game could highlight it or allow for an "Auto-Purchase" toggle to instantly spend Favor on desired outcomes. This would streamline the end-game experience and allow players to focus on combat rather than scanning lists of text.
Title: Idol Crafting
Suggestion: Getting some of the rarer idols to drop properly rolled can be challenging. It would be nice to be able to combine two idols together through the weaver or something.
If you don't want to make it too deterministic, then you can randomly select one affix from each idol to "slam"
This would obviously only be possible with two of the same idol types.
Title: Ballista should be able to use multishot passive tree for the Bolt rain node.
Suggestion: Ballista have a node that shoots multiple bolts/arrows instead of just a straight line, which looks like multishot but doesnt function as such. I feel this is a design flaw, as getting this node would only be good if you went an ailment build currently.
Title: Cursor Customisation
Suggestion: Title says it all, we are on season 4 yet still no cursor customisation. Trying to see the cursor on a 4K monitor is an absolute nightmare, and no I dont want to use a 3rd party app for such a simple thing.
Title: Remove Nemesis from echos and focus more on the towers
Suggestion: I am not sure what would be the best way to do this, but right now Nemesis is basically a crowd control in maps, which keeps you rooted in place for 5s and doesn't let you see your screen. While "just kill all the monsters" works for most monster types, there are a lot of mobs whose range is bigger than the screen and it just creates a lot of "feels bad moments". On the other side nemesis towers are perfect, there are no mobs and you can get quick progress and see the results. My suggestion is to somehow make it so we do not do nemesis in echos but maybe drop something that leads to the towers (there could still be an encounter in the echos where you fight something but just no UI you have to interact with, maybe similar to beats).
Title: Vortex Pennant Rework
Suggestion: Chante Vortex Pennant to cast Hammers 1 time per second while using Warpath with increased frequency per physical damage %. Allow it to use your Hammer Tree. Would open up a new fun meta for Physical Crit Hammers and make this relic a lot more useful again.
Title: Rift Beast Mini-map Icon
Suggestion: See title. Having a mini-map icon for spawned Rift Beasts would be lovely, please!
Title: Rethink item rarity for uniques
Suggestion: Make much more items much more viable
In my opinion a nerf to the imprint system was required, was it too much? Maybe yes?!
But i guess the point, why the community is so disappointed, is that there are some items, that are just not realistically acquirable without prophecies and i think this entire system needs a change.
A small adjustion to the nerf could be done aswell i guess. I wouldn't want it in the prior state, but in the middle i guess.
Thoughts/suggestions
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Losen up the rarity and ease up the weighting system of items. Maybe remove the "extremly rare/ultra rare" category to bring everything a bit more together, step 2 comes in handy now...
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Make much more items much more viable <-- my favorite
Than the desperate hunt for these ultra rares wouldn't be such a big issue and i would really like multiple items compete for the same build. -
Ease up the legendary potential for some boss/harbinger items, so these could be more interesting and people would shift to these items a bit. Playing the timeline specific rewards would make much more sense then, because the player has the feeling, that he could actually be able to FIND stuff.
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Add more items to the game, that serve multi purpose builds. Try to fill the gap for skills that doesn't have access to special items.
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More primordials, cause why not xD
Exalts deserve some love aswell, but i guess, this would
Title: Rune of Discovery
Suggestion: Please make it stay inside the crafting window as a preselected rune whenever I just used it, just like the shatter rune.
Title: Omen Windows and Possessed monsters
Suggestion: Possessed monsters inside Omen Windows feel overtuned compared to everything else in the monolith. Going from smooth cruising to getting double-tapped is unfun. Visual clarity of Omen Windows doesn't help mitigate that at all. Having to drop the corruption even more on a non-meta build further widens the gap between meta and non-meta builds, decreasing viability of diverse theorycrafting.
Title: Keyboard shortcuts should not exist in the forge
Suggestion: Remove the shortcut where pressing "Enter" crafts the item. (I just bricked my item because I wanted to link it in chat 😭)
Title: Generic DoT Multiplier Affix
Suggestion: DoT skills have a difficult time scaling compared to hit based skills, especially anything that can't stack. It's easy to crit cap in most situations, even on skills that don't have many base crit modifiers. The handful of DoT-reliant skills that can scale well have bonkers multipliers on their trees or are able to abuse some kind of snapshotting for their damage. Introducing a DoT Multi affix to weapons could help bring some life into skills that are falling behind without having to directly buff the skills themselves.
Options could be divided into subtypes and split between weapon types, with some overlaps to allow for GG weapons for various archetypes. All sources of DoT Multi would be additive with each other when applied to a single source, like how all sources of Crit Multi are additive. These would be prefixes to compete with other damage stats. Adding this would also open space on passive and skill trees for future updates that would specifically target damage over time options.
Title: Circle of Fortune boss drop bonus should apply to Omen drops of altars and omen idols
Suggestion: Just as CoF players have to farm boss drops themselves, and can't just buy them, and there is a rank bonus for boosted boss drops to assist with that, the rank bonus should also apply to Omen drops of altars and omen idols so COF players can find items useful to them. Just call the omen a boss and boost those drop tables and nothing else, it can't be that hard to have a system for flagging drop tables as 'COF boosts this'. If it doesn't have prophecies, it ought to get the boss boost.
Title: Make "Stats on This Item Are Increased/Tripled/etc" (Harmony of the First, Julra's Ring) Actually Increase the Item
Suggestion: Make those properties actually increase the stats on the item for the purposes of things that care about them (or things that may exist in the future that care about an item's stats). E.g. there's a new corrupted affix that summons Forged Weapons. Forged Weapons care about weapon stats, but it's not actually a combo with Harmony of the First despite reading that way. Other examples: Frozen Sparks, Glamdring. Alternatively, reword the property on those items so it's not misleading.
Title: COF Rank 10 & "Commoner's Riches" Boost Rift Beast Drops
Suggestion: Allow COF to boost the drop rates for Rift Beasts the same as it boosts boss drops, since COF can't just buy primordial uniques from the bazaar. Rift Beasts also already count as bosses for Prophecies, so it feels weird that the Rank 10 bonus seems to not apply. The Commoner's Riches weaver tree node should also be able to influence Rift Beast drops by imprinting a primordial unique in it, making it more likely (but not guaranteed, of course) when a Rift Beast does drop a primordial unique that it's the one imprinted instead of another, and that it's more likely to roll with LP if the imprinted one has LP.
Title: Dungeon QoL
Suggestion: Button or something to reenter Dungeons right after clearing the Boss where you can give another key and you directly reenter
Title: Monolith Echos
Suggestion: Being able to see (only see and NOT enter) Echos from the Map Menu instead of always having to teleport there.
Title: New vendor for timeglass fragments and Omens
Suggestion: The vendor isn't good enough - the boss encounter too much gated
Vendor:
I guess barely anyone buys the item crates, because everything is just pure random junk.
Beside the leveling process, where corrupted items can really make a difference, those random exalts just aren't good enough. The 8 crates would have to hold items with certain guarantees. Like items with at least one exalted affix beside the corruption and all items should have at least 4 stats, 2 prefixes and 2 suffixes.
This change would also be welcomed to the general omen items, that always drop at the end.
- Bones are not enough - could easily be doubled or trippled...
- Temporal keystones is the best choice but sometimes you get 2, which is a joke and 4, which is okayish at best
- The bag of bags itself is a joke too, because the 8 crates are bad
- You get flooded with runes, so you don't buy these either... cut the price to 5 maybe
Idea for new choices:
- Bag of primordial items
- Bag of rare runes
- Bag of Dungeon keys (for gods sake, no arena keys pls... <-- we need to be able to trade them in anyway, suggestion is out already)
Boss:
The only thing, that is a decent choice beside maybe temporal keystones is the omens veil echo and i just don't get, why it is so damn pricey.
We finally get to see a new boss beside Aberroth and the price for the PRE echo is so expensive.
Its not like the omens veil automatically gives you the big loot, it is just the trial for the big fight, so why make it so expensive?
Cut the price in half and we are fine.
ALSO, give tier 3+ omen windows the chance to drop that echo on completion, so you can naturally get them rarely.
Title: Copying Tab Priorities
Suggestion: It would be nice if we could repurpose our already purchased tabs easily. Sometimes the tab priorities are extensive (including many uniques for instance) and it's a chore to repurpose an empty tab.
It would be nice if we could copy the tab priority settings over to an already created tab (and not just duplicating on a newly created tab)
Doing this to an external copyable document would be even nicer, as we could transplant the tab priorities from season to season.
Title: Dynamic Rule for shattering
Suggestion: Loot filter for items that have a affixe which I have less than x off in order to be shattered
Title: Weavers touch from cemtries/tombs
Suggestion: The first enchanted affix on idols should ALWAYS be maxed first. Only afterwards, allow for additional stats.
Also, higher general weavers touch potential, a higher chance for high weavers touch, it is pretty much 5-8 weavers touch and thats it.
Or just fix it at 7 and force it to press everything into that one stat.
Title: Tab Priority - filtering by a single minimum affix tier
Suggestion: In Tab Priority feature, add filter for exalted items by a single minimum affix tier. For example if you have an item with a tier 7 affix and another one with t6 or t8 even, you could set that they go to their own different tabs.
Title: Diminishing Monolith Blessing rewards pool.
Suggestion:
Issue: I think it can be frustrating when you complete a monolith for the blessing rewards, and you get lesser versions of the same blessing as an option.
Solution: Blessings can only get upgraded. Once the maximum version of a blessing is received, it no longer shows up as an option. This would save time for those hunting for a specific blessing.
Side benefit; Once you have received all blessings, finishing a timeline boss no longer pops up the "choose your blessing" screen (which will have become unnecessary)
Title: Rework on MG
Suggestion:
- issue : since from lvl 1 in MG, i didnt care about any lvl. because black market tokens are as good, so no lvl use or stress.
- issue : i have 999999 favor constantly, i buy things, i sell others, but i farm a lot to have things to sell and i still have 1m favor all the time, i go down to 900k then in few runs back to 1m again. so favor is useless with it or without it i buy and sell the same.
Suggestion: i suggest a little change, make lvls usefull somehow, add some bonuses. Add the possibility to resell after max lvl. add some search anywhere from inventory with shift+click for ex. .. ability to list items from anywhere..
Extra: Please, make the rune able to sell. i want to buy some havoc so hard... and wovens too, will be great.
i really want to be able to buy a item, farm, make money for another stronger, and sell back the old one. or buy something, slam, and sell back if its not exatly as i wanted, but still good.
Title: Faster TP to Skarven Bloodhorn
Suggestion:
When rightclicking one of the primordial materials in the ressource tab, the map view should bring you to "Ancient Era - The Garden", just like dungeon ports work.
Title: Documentation of skills
Suggestion: Please add skills from items into the game guide or some form of database to be collected into third party tools. Wiki, lastepochtools, etc. I believe Mike gets this question every week on dev stream. Thank you for the incredible work so far on game guide. It just needs much more
Title: Chat filters
Suggestion: Ability to filter chat messages based on a set of regular expressions. Bonus points for it being shareable via a link in chat. So that we can filter bots ourselves.
Title: Request: Confirmation Windows for High-Tier Crafting Actions
Suggestion: I’d like to propose adding optional confirmation windows for high-tier crafting actions, similar to the existing toggle for corruption window reminders. For example:
Using a Glyph of Chaos + Rune of Evolution currently bricks the item without warning.
With Nemesis and Dragon Eggs, players can accidentally click "Challenge" after placing an item inside, even though there’s no reason to do so.
While I understand that too many toggles can be overwhelming, these confirmation windows could be disabled by default in settings, allowing players to enable or disable them as needed. This approach was successfully implemented for corruption reminders this season, and I believe it would improve the crafting experience for high-stakes actions as well.
TItle: Weaver tree slot for Weaver items
Suggestion: Add a slot to the weaver tree to put an advent item that gains its affixes as if you were wearing the item. Could make it at half rate or something if you wanted it to be worse than actually wearing it. Would be super useful for some items that make/break your build
Title: Solo Character Found but with ONE item from a previous character
Suggestion: look, we've all been there, doing solo character found for everything because CoF means hoarding everything and solo character found is the only solution to the resulting stash management issues. But. If I find a really cool item that inspires me to roll a whole new character, it would be cool to have an option to import just that item to a new alt that is otherwise solo character found.
Title: FP changes
Suggestion: there needs to be a new mech that allows for forging potential to be alot higher than it is at the moment. we're so restricted by FP its kinda insane.
Title: Contextual Explanation for Grayed Out "Subtype" Dropdown in Loot Filter
Suggestion: When selecting multiple item types, the "Subtype" dropdown is grayed out, but it doesn't explain why. This can cause confusion as shown with #❔┃ask-the-community message where the player is trying to choose a subtype or subtypes that seem to be 'shared' by the item types, particularly with idols, or where the player wants to choose subtypes from different item types (and assumes the game knows to only apply the relevant subtype restriction tot he relevant item type), and does not know why they cannot do that. Suggestion is to add an explanation when multiple item types are selected.
Title: more ward defense affixes/options
Suggestion: one of the strongest mods for a shield in PoE end game for low life builds is “recover ES on block”. The reason is because it mitigates shotgun damage, where you block x amount of hits in a pack of 30 enemies, and even if you took a ton of damage, when you blocked you also recovered ES. LE should have more interesting ward recovery mechanics besides just flat ward per sec, or burst of ward from abilities. I want my gear to affect my main defensive layer of ward. And I dont want this to only be available for one class either. If I want to play ward with rogue, or mage, I want to be able to chase an endgame item that makes my defense feel robust through big ward recovery when I block, or when I take a glancing blow, or when something happens. Which is another reason why mage, or rogue or whoever should have more access to block, or glancing blows or whatever they want. Thematically there is nothing stopping a spellblade from having a shield and being a battle mage of sorts.
More defense support for classes, more interesting ward recovery for builds that decide to use ward as a primary defensive layer, losing the use of leech and endurance in those cases.
Title: Buff or Rework Chronostasis
Suggestion: Significantly improve this item. What are we even doing with an item that eats up to 2,000 ward to benefit a single attack by an amount that isn't actually that impressive considering T7 Added Damage affixes, corrupted affixes, various other uniques, etc. in the game at this point?
Some ideas (not saying do all of them or even specifically that it has to be these, just throwing out examples): change it from a 10:1 ratio to 2:1; make it apply for a duration rather than one attack; uncap it like Symbol of Demise; make it count all ward lost Recently (so the consumption counts, but so does decay and damage taken to ward); split the modifier into 2 so one mod is that it consumes ward and one is "+1 Added Melee Damage per [whatever]" and actually counts for Spellblade mastery passive and similar things; change the mechanic to something that fits the idea of time-stopping (chrono + stasis), like pausing your ward decay completely under certain conditions and figure out some secondary mechanic to make that interesting for a weapon. Just... do something with it so it isn't so incredibly bad, esp as ward has changed a lot since it was first introduced.
Just about every result going pretty far back searching Chronostasis on this discord is someone wanting to make it work and it failing for one reason or another.
Title: [Rogue] Shuriken - Blade Shield into Melee Damage conversion
Suggestion: Would be an interesting idea to alter Blade Shield so that it deals melee damage instead of throwing, with additional node extending the skill's duration on a landed melee attack up to a certain limit. Perhaps with shuriken cast this way being able to hit the same target more than once? Or added parry chance while up?
Title: Mirrored Pathways faction (1st part):
Suggestion: I feel like 1.4 missed a big opportunity with some new shared faction.
- you unlock it after meeting with Apophis
- similar to Weaver's tree, just no need to make it somewhat big
- getting points by ranks and experience by killing Omens/ Omen's Veil / Fractured Prison / killing normal or Uber Aberroth
- shape of the tree could be a like a mirror, where upper part is more intact and bottom is more and more shattered
Upper part (more stable for the character): - better control over your loot
- bonuses to your loot/gear/stats per NON-corrupted item you have equipped
- control over your echo stability/arena and dungeon loot/control over your LP slams (like 1st LP guaranteed as always, then you could use some kind of new item to pick a 2nd affix to make it more likely to get slammed)
- some bonuses to skills per NON-corrupted item you have equipped (points, mana cost, multipliers, effects)
Title: Mirrored Pathways faction (2nd part):
Suggestion: follow up to post before
Bottom part (shattered mirror glass pieces, more chaotic):
- nodes that would boost your item find per equipped corrupted item, but it would also increase chance to get ambushed by Shade/Harbringer/Arena champions
- option to double-corrupt items, counting twice for the node above, perhaps with new enhanced corruption rune from the vendor
- chance to consume less FP than usual but unable to use Hope glyphs
- some kind of "shattered personality" nodes where you could imprint a new item "skill gem" dropped by Aberroth/Observer/uber, that would replace your 5th skill slot by a skill from another class (for example unique/set items that give major benefits to certain class skills would be avaiable to other classes - you're rogue and get a skill gem to get Aura of Decay, so now you can use Ash's Wake boots; or you're Warpath sentinel and get a skill gem for Falconer's Explosive Traps, now able to throw traps while spinning).
Title: Rift Beast / Ancient Bones
Suggestion: Instead of ancient bones dropping from monsters, make them drop at the end after killing rift beast as a full/partial stacks so we don't need to backtrack/slow down unnecessarily, signed by a teleport mage and smoke bomb rogue enjoyer
Title: Appearance hide slot
Suggestion: Please allow us to hide slots in the cosmetic skin section for armor id love to hide my helm so i can see my sentinels beautiful bold head 🙂 (could also sell it on the shop id buy it no questions asked poe does called vanishing dye iirc? )
Title: Glyph of Envy change to Woven Echo (Echo of Envy)
Suggestion: Instead of having to use Glyph of Envy to change a non unique's base type, make an echo where the crafting reward type is "changes the non-unique item's base type to another of the same type". This change would open up crafting a lot, seeing an item drop with the right affixes and wrong base, is 90% unfixable. By the time you've added all the affixes you need, if you're even able to, uses up most of your FP. Using Gylph of Envy to reroll the base almost never hits the base type you need before losing all FP. And if you needed to reroll the implicit of the base, that step is pretty much out of the question, because all that FP will be gone if you even get that far.
Title: The Land Before Companion Buffs
Suggestion: The Land Before is really cool conceptually, but in practice only exists to facilitate frogs. It should buff your companions per unique companion you have summoned. That change alone would both open up more builds and keep the frog build intact since it doesn't really care about the companion limiter anyway.
"Your companions deal X% more damage and have X% more health per unique companion you have summoned."
Title: Egg on Nemesis
Suggestion: Since pause is hard to implement, maybe add an icon ontop of the nemesis, just like stronghold boxes have currency ontop of them in POE2, the unique put into it is the one in the very first slot top left inventory slot.
Could also make it that as soon as we put in an unique, we do not have to click two more buttons and instead summon the nemesis by putting in the unique.
Title: Chance to find potions from boss mobs
Suggestion: I was trying out the new tsunami via swarmblade dive, reduced the cooldown (via the experimental traversal cd reduction on potion use) so i could consistently get off tsunami, it feels GREAT in maps, but even with jungle queen belt + 200% chance to find potions, i run out almost instantly on boss fights. If im using t7 slots for potion find, i should notice. The build doesnt generate alot of hits, so maybe thats the issue? But it feels wrong having potion drop rate on bosses tied to hits per second
Solution?: Make chance to find potions on boss mobs have them roll every second vs your potion find, with high potion chance shooting out 1+ potions /second
Title: Mana sustain for deep endgame
Suggestion: Please add ways for all classes who want to invest into it to sustain their mana (fully solve) with enough investment or points into either gear or passives. The idea that a fully geared endgame build, can't fully solve its mana without something like focus or mana strike (and even then its not solved because you lose uptime from your main dps), is not good for a genre that emphasizes power fantasy. The power fantasy of solving mana so that you can maintain higher uptime (increased dps by proxy) is a big breaking point for a lot of builds in other ARPGs, and having to press something like focus, mana strike, gathering storm (worse mana strike) and such is very unfun for a min/maxed build.
Title: COF Prophecies
Suggestion: Would be at all possible for when we select a Unique prophecy that instead of it saying (With 1 Legendary Potential) that it would say something like (at least 1 LP or a minimum of 1 LP) as it reads (with 1 LP) I skip most of them as I am seeking items with more than 1 LP. Would be nice to have the potential to get higher LP items through these rather than it being limited to just 1 LP. if the prophecy actual is at least/Minimum maybe it should say so?
Thank you guys for all you do!
Title: Be More Willing to Adjust Balance During Cycles
Suggestion: Consider doing adjustments for extreme outliers (both over- and under-performing) during cycles. Maybe as the standard 2 weeks in to bring up underperformers and address absolutely egregious overperformers, and mid-season to further fine-tune things if they still warrant some more adjustment. And if something pops up 2.5 weeks as an extreme overperformer be willing to address that so people don't try to game the schedule by holding back exploits they've discovered. Egregiously overperforming skills/items/whatever shouldn't be made to be bad, but certainly brought within some semblance of "reasonably overperforming" or "very good but not overperforming" within the timeframe of the cycle, and can then be further adjusted however is appropriate for the next cycle.
Title: Volatile Reversal Speed Scaling
Suggestion: Volatile Reversal has 3 components: volatile_reversal, volatile_reversal_return, and volatile_reversal_attack. The first two are tagged as "doesn't have any speed scaling" while the third is tagged "scales with cast speed." Given that Volatile Reversal scales with strength and performs a melee attack, I'd argue that all three of these ability components should scale with attack speed. It's a rather common complaint that Volatile Reversal feels unnecessarily slow compared to other traversal skills, and there doesn't appear to be any design justification for this (as there are several traversal skills that teleport your character with very fast base animation speeds and speed scaling; plus combo skills exist like Javelin - Surprise Initiative, which performs a very fast dash and has speed scaling).
Title: more /commands
Suggestion: If it's not too taxing, please consider adding a /uber command so we can see how many times we died to him and how many times we killed him.
Title: Needles should be resource
Suggestion: let us equip needle as idol from out resource tab, not from inventory, I'm always using needle and drops all the time, but it gets messy the inventory
Title: counterproposal needles should simply stack
Suggestion: Needles should not be resources, as this would just overly convolute everything, but they could simply stack in inventory up to 99 or smt, considering they have literally zero variance, aka are identical.
Title: Lens in Stash Filter
Suggestion: Please add the ability to have lenses in filter priority, I have many and no way to auto sort them. Additionally maybe a way to add lenses from stash in prophecies
Title: Fire Conversion for Rive
Suggestion: Please add a full fire conversion node for Rive. Right now the Weapon Specialist node has support for Phys, Void and Fire damage. Phys and Void builds are safe, but without a proper Fire tag conversion, all other sources of adaptive damage would still be converted to the default Physical, presenting a major roadblock to properly using Rive with that element.
Title: Better Prophecies for CoF
Suggestion: I think the imprinting system would integrate quite nicely into CoF. It'd be nice to just imprint an item and then have prophecies that drop similar items (base type, affix, etc). Just something to improve targeting items than just breaking pinatas and praying for something usable.
At a minimum I'd just like to better target exalts (notably when it comes to uncommon/class affixes).
Title: Out of Monos Content
Suggestion: A Archeology contet outsite of Monos, where we explore ancient civilizations and/in paralel realities where Orobyss either destroyed everthing or failed, and as we explore we find clues to powers that could aid us at stopping Orobyss ourselves.
Title: a way to make healing hands purple
Suggestion: add a way to make healing hands purple, to better fit in when used in void knight builds. could be a conversion (either on the tree or from a unique) or via MTX.
Title: Option for Prophecy to drop at base
Suggestion: since we're reworking how prophecies work, can we have an option to delay the drop until we're back at base? Stacking prophecies can drop a pretty silly amount of items that it can be hard to carry back with the limited inventory + no portaling back to transport them in batches. Allowing them to drop at base would allow us to stash them properly (alternatively, maybe make a small gadget appear at the spot where a prophecy is completed that allows us to open the stash when interacted with)
Title: Add More Ailment-Related Primordial Uniques
Suggestion: The title is pretty much my entire suggestion. I'd like to see more primordial uniques added to the game that support various different ailments, as currently we only have two (Carrion of Creation - Bleed, Wildfire Embers - Ignite). Frostbite in particular could benefit from a shatter mechanic that deals a chunk of Frostbite damage instantly in an area upon freezing an enemy (removing stacks of Frostbite to do so). It would even make thematic sense through some sort of "shattered, frozen dinosaur skeleton" unique linked to the icy tundra north of Heoborea.
Title: Remove "Nearby Allies Take Less Damage" boss affix from omens
Suggestion: Remove said affix from possible affixes that can spawn on boss monsters in omens. Omens already have a huge number of enemies as it is, and that can make it really hard at times to read up on every boss's affix and focus them down. Said affix exponentially increases the difficulty of omens, especially when it spawns with other high-priority targets you need to burst down (looking at you sludges).
Title: Controller Keyboard
Suggestion: Add the (+) symbol to the keyboard cause you want it to find 2t6+ in the stash tab. i have to walk to my pc allways if i want to search for double exalts
Title: Weaver's Will Item Altar
Suggestion: Add a new Woven Echo which at the end has an Altar that you can use to put your Weaver Will items (not yet used) and guarantee an affix for the cost of Amber
Title: Add a Mana Regeneration Blessing to Ending the Storm
Suggestion: As the title states, I think a mana regen blessing for ending the storm would be pretty cool. Flat mana is already available, and mana regen is already so scarce in the game, and sometimes it feels like a sacrifice to invest into vs. what you actually gain. A blessing for it would allow players to make the decision for more offense or defense through mana regen, vs the various resists, shreds, and flat mana available in the blessing pool.
Title: Impact Trigger should not be behind bow scaling
Suggestion: The Impact Trigger node on explosive trap shouldn't be locked behind a bow scaling notable, it should be on a separate part of the tree. Blade Dancer or falconer who doesn't want to use bows literally cannot even path to it, and the idea is very cool. If the balance is added mana cost, that works, but it should be more accessible.
Title: mana regen
Suggestion: change most of the increased mana regen on skill and passive trees into more mana regen (or +flat mana regen) so that mana regen in general is better but also so that increased mana regen on items is better.
Title: Spirit step from flames of midnight ring.
Suggestion: Please allow Spirit step to also follow movement just what you did on evade a few patches ago.
Title: Add More Shield MTX
Suggestion: There aren't enough shield MTX available. Please add something aesthetically similar to Katana of The Sunken Light, and/or the Thunderfang set. Thanks.
Title: "Locus of Resurrection" skill needs to be removed.
Suggestion: At this point, the talent is completely unnecessary. I can summon my wraiths wherever I want, without even having the skill talented yet. So, I take that talent (which is a requirement to reach the right half of that skill tree), for no benefit, and it costs 20% more mana.
Title: Remove Class Restriction From Kelthan Blasting Agent
Suggestion: The title is pretty much my entire suggestion. I want to use this relic as a Sentinel, and don't really see why it has a class restriction when relics like Soulfire and Stormforged Testament don't.
Title: Introduce the "Mastery/Expertise" affix that would scale the mastery passive itself
Suggestion: Condense the niche affixes (X% increased damage while wielding-a[n]-X/transformed/channeling/whatever, etc.) into a single one, named along the lines of "Mastery" or "Expertise", and adjust/rework mastery passives to scale directly with this new affix so that there's another strong venue for character power growth. Currently, the static bonus provided by mastery passives is either very niche on its own or suffers from lack of late-game scaling; this new affix could help alleviate that.
Title: Pause the game when using the in-game bug reporting tool
Suggestion: Currently the game doesn't pause when using the bug reporting tool, which means you still get attacked when trying to report a bug. This makes it difficult to report bugs involving enemies right as they're happening.
Title: Corrupted Set Items
Suggestion: allow Set Items to gain corrupted affixes. Part of this season was buffing sets but as they're not really able to benefit from corruption they've actually kinda fallen further behind. Especially for Set Items that don't really function as reforged sets the only positive outcome from corruption is setting the values to maximum and once you've gotten one there's literally no reason to ever pick up and corrupt them.
I don't think they should necessarily have access to all affixes, but specifically the corruption only affixes as they would open up new options for utilising set items.
Title: Shade of Orobyss unique item based on Shape type
Suggestion: With every Shade type it should have its own unique related to its type
- new 'unique'-unique loot from the very old Shade loot table
- Confluence of Oblivion would feel a lot better, similar to Fading Brink woven echo
Title: Gathering Storm option to be big and slow but generating many Storm Stacks
Suggestion: A node that removed attack speed scaling from Gathering Storm but doubled Storm Stacks generated from using the skill and hitting an enemy or effects that grant an extra stack from using the skill and hitting an enemy. Would probably also require some melee AoE to feel good if it became quite slow. Something like: 50% more melee AoE, no attack speed scaling, 100% more storm stacks from melee hits.
It could be introduced alongside nodes that increased Gathering Storm attack time slightly, for the benefit of generating far more Storm Stacks. Something like 10% more attack time per point, 15% more melee area per point, 25% chance to duplicate storm stacks gained from melee hits per point (which would potentially be doubled again by the node that removed attack speed scaling).
Title: Mage types with different items in their kit
Suggestion: I really like the idea of individual loot on the shade, because he is such an important character in the game.
The same treatment i could imagine for mages aswell. I think mages deserve more items anyway now at this time. It is just the Wand and basically nothing else...
More items to mages and shades! 
Title: lava burst VK spell scaling
Suggestion: add a way for lava burst to scale with vit when converted to void, like other VK spells. maybe in the passive that converts smite to vit? could make for a fun throwing spell VK build
Title: Title: ability to use appear slot for items that grant minions (the T-Rex off hand for example)
Suggestion: I would love to be able to change the appear of the T-Rex minion so it matches my undead army. Simlar to the way we can have different animations for abilities but this would be used for items that summons pets. So basically we could make them look like a raptor, bee, skeleton. It would ONLY be for cosmetic purposes. I would buy this for the store ;D!!!1!! Please, Please, Please!!
Title: Primeval Cascade Death Penalty Adjustment
Suggestion: Make it so dying in Primeval Cascade only removes the spawns/ambushes for Rift Beasts you already triggered, not all in the echo. If you die early on (e.g. a Crystallized Heart Rift Beast on the first ambush), the entire echo becomes garbage since the whole point of the echo is 5+ Rift Beasts, and suddenly it becomes 1 Rift Beast (which most normal echoes have anyway).
Title: Throwing > Melee damage conversions
Suggestion: it would be cool to have some weapons that convert a throwing skill to a melee one. Maybe you could introduce a unique dagger with a unique "shuriken" subtype that lets you melee enemies with your shurikens, or something along those lines. It would give a wider range of options with throwing skills rather than just going all out on throwing-specific affixes on your gear.
Title: Implementing a DPS meter
Suggestion: Not knowing if my skill/gear/stat choices are actually improving my damage can be confusing. Having a DPS meter would be great. Dragonkin: The Banished has a fantastic implementation..
Title: Loot filter Item name Color Choices
Suggestion: I think it would be great if we could adjust the color of the text, background and border of filters separately. I love seeing specific combinations of these things but in the current iteration, this is not possible.
Title: The big Nemesis (Uber Nemesis!) with new specialized nemesis eggs so we could place other items in the nemesis instead uniques
Suggestion:
-
The exalted egg (Purple)
Target: exalted items.
Effect: Nemesis already got exalted items in the row, but most of the time they are not really usable to craft them further. -
the renewal egg
Target: any item with 0 forging potential (excluded: Rune of Creation items)
Effect: restores [1-15?] forging potential, but can only be used once per item -
the convergence egg
Target: Set Items
Effect: Grants the Set Item 1–2 Legendary Potential or a unique "Set-Echo" affix that scales with the number of pieces worn. This makes Set Items more competitive with the current Legendary meta.
Title: Ring of the Third Eye is underwhelming at best
Suggestion: Just make it this by default (and not corrupted). Now it's the "lots of crit chance at the expense of your multi" ring. done and dusted
Title: Set default filter for turtle at LP1, not LP1+
Suggestion: Can we set the default filter for turtle at LP1 whenever it's opened instead of LP1+? It can so easily lead to items meant to keep to get highlighted and eaten by the almighty turtle. Let us enter the filter manually if we want to reroll something higher than LP1.
Title: A benefit to Gathering Storms high storm stacks/stack expenditure
Suggestion: Explanation of what Im trying to address: #feedback message
Gathering Storm should have a payoff for using it while at high storm stacks either built in, as a skill tree node (or two), or as a part of itemization. Natural Wrath is a good direction but itself is not powerful enough of a payoff to support direct use of melee Gathering Storm. Its clunky and unrewarding. My suggestion would be to make more skills that a) require thresholds of storm stacks to b) cast storm bolts with large damage multipliers (Fury of the elements) or c) trigger large impact effects.
Gathering Storm should have one or two effects like this in its tree to start with. The closest effect it has is triggering Maelstroms but it doesn't scale with higher storm counts. I'd suggest adding a stack threshold that doubles or triples the chance to trigger a maelstrom, rewarding higher stack counts (consuming a stack >30 stacks = double chance to generate a maelstrom?). Perhaps it should also have a node that doubles stack consumption over a threshold but triples the damage of Storm Bolt's triggered this way. The idea there is something built into the skill to reward building high stack counts.
Other ideas include higher damage multipliers on effects like 'Whirlwind Tactics' and 'Fury of the Elements' that either have thresholds or scale based on stack count. They currently feel rather impotent as damage multipliers. Something that consumes a % of your storm stacks to give a global damage increase/multiplier for a short time and a limitless stack size would make stacking very quickly much stronger.
Title: Storm Stack Readability + Usability changes to Natural Wrath's Earthquake Trigger
Suggestion: Storm stacks are hard to track due to the nature of the way buffs are displayed. In combat, its hard to tell when you have enough stacks to be able to trigger your earthquake by casting Upheaval. The buff icon bounces around as buffs generate and fall off and it blinks whenever stack sizes change quickly in online mode(which tends to be a lot). I've thought of a few ways to indicate gathering storm stack sizes:
-a visual effect over/around the character similar to maelstrom. Perhaps a cloud that grows in size and becomes energized with lightning when you're over 30 stacks (with Natures Wrath equiped)
-the buff icon itself could change colour when you are over a certain stack size so its easier to make out when you are over the threshold to trigger EQ
-a bespoke UI element for when you have storm stacks (a bar next to your health globe?) that fills and depletes as stacks fill up and empty. This would be way easier to parse at a glance. Could have a timer that tells you when your last stack would fall off, could have notches to show where your effects with thresholds of storm count trigger, etc...
Since Natural Wrath is one of the few effects that cares about thresholds of storm stacks, altering its functionality also works:
-make EQ auto cast when you have 30+ storm stack, or
-'Above 30 stacks, Gathering Storm melee hits expend 20 stacks to trigger EQ', if displaying storm stacks cannot be changed then make the skill trigger more easily
-I assume this would be difficult to do, but change the functionality of the skill so that you don't cast Upheaval to trigger EQ. Make it so that when you have enough stacks, you can cast EQ manually even if it were on cooldown from one of its tree nodes. Looking at the skill to see if its castable is much easier, and you can even hold the button down to auto-use it once available like other cooldown skills
Title: Let me freely trade with my friends.
Suggestion: I want to be able to freely trade with my friends. I don't understand why I cannot do this. If this resonance system really feels needed, maybe let me trade like 4 obsidian resonance to be able to freely trade with that specific person forever. Or let me freely trade with friends by letting us opt out of being on leaderboards. The resonance system is extremely lacking for playing with friends, and I just want to play with them and trade with them freely.
Title: Forging Potential is too punishing
Suggestion: Crafting needs to change. It should not cost 25% to 33% of the Forging Potential on an item just to add a T1 affix.
Use a Rune of Refinement should cost a very small, fixed amount of Forging Potential.
Glyphs of Envy are utterly pointless in the current system because you cannot use them with Glyph of Hope and you will not have enough remaining Forging Potential to finish your craft because of how many different base types there are for any given item slot. At the very least they should be changed to Runes and even then I would argue there is very little point in using them because the chance of getting the base type you want is just not in your favour if you are aiming to finish crafting the item.
It is very difficult to craft T7/T5/T5 items for LP3 slams because of how much Forging Potential can get used on any given action as evidenced by the unlucky person here https://www.reddit.com/r/LastEpoch/comments/1sohnd6/comment/ogtqydp/?context=3
Title: Enemy target priority at Aberroth
Suggestion: Problem: Dead players can get targeted by abilities from Aberroth during a multiplayer session
Brought to attention already on Season 3
#💬┃general message
#💬┃general message
I would like to request a second look on that "issue" again, because i don't know if it is a bug or an "undesirable side effect" of multiplayer not being the most optimized mode.
Aberroth, it is more important for the uber fight ofc, can target dead players and maybe minions?! with his abilities.
The most important ones are the superchilled and superheated blackholes.
The boss is able to target dead players, but the boss should always check first, if a players is dead or not. Maybe there is a priority that needs to be worked in.
How it should prioritize:
Random player alive > random minion alive
How it seems to work:
Random player > random minion (mostly)
Sometimes minions seem to trigger special attacks too, but it should basically be a player thing, unless Aberroth has been actively taunted by a pet/minion/companion/shadow.
If a player during a multiplayer session has been downed, it sometimes get hard to continue, because he magically gets target by the boss's abilities, maiking the intuitive gameplay much harder!
(Has been reported as a bug aswell already 🙂 )
Title: MG Bazaar functionality
Suggestion: Dragging an item from your inventory onto the Bazaar should populate the search filter with the affixes and features of that item, which then can be refined manually.
This would make it easier to determine the value of an item you just found and wish to sell, but also easier to search for an upgrade to an item you're already using.
Title: Hotkey for Prophecy reroll
Suggestion: It would be great if we could get a hotkey to reroll prophecies, instead of having to manually click the reroll button every time. This would save some time when rerolling
Title: Diamond Matron and Siege Golem Prophecies
Suggestion: It would be great if Diamond Matron and Siege Golem Prophecies were part of the "Monolith" activity type, as they can only be found in specific timelines. (Like immortal eye and Void horrors). This way, they can be blocked by using the monolith event blocker lens
Title: Reduce the text clutter on the top-left when picking up resources
Suggestion: Instead of spamming the whole corner of the screen with text about what has been transferred to the Forge, replace it with small and concise icon feed: +1 [common rune/glyph icon], +4 [rare rune/glyph icon], +X [keys], +Y [woven echo icon], +Z [other resource icon], you get the idea. "Less is more".
Title: Corrupted Attributes Itemization
Suggestion: Two-part suggestion here because one depends on the other for balance.
First, using Apathy as an example, change "100% of Attunement Converted to Apathy. Each point of Apathy grants 2% increased Mana Regeneration and 0.2% of Current Health Lost when you Directly Use a Skill, instead of adding Mana. Apathy counts as [very long explanation yada yada]" to "100% of Attunement Gained as Apathy. Each point of Apathy grants -2 Mana, 2% increased Mana Regeneration, and 0.2% of Current Health Lost when you Directly Use a Skill." (No longer need to say "instead of adding Mana" or doing the very long explanation about other things that care about Attunement number.) This helps balance the next part plus makes the tooltip way shorter (saves 4 lines of text, 50% of the explainer text).
Second, introduce an "Increased Effect of Corrupted Attributes" affix. This would scale both the upside and downside parts. Using Rampancy as an example, 50% Increased Effect would make each point of Rampancy give -9 Health, -1.5% Necrotic Resistance, -1.5% Poison Resistance, 4.5% Increased Effect of Frenzy, and 0.15% More Damage Taken While You Don't Have Frenzy. The original, non-corrupted attributes would still be providing their benefit, but it would be negated (as it is now) by having the corrupted attribute and Increased Effect could stack the drawback higher in exchange for raising the corrupted attribute benefit.
If you were building with the corrupted attribute already but not using any Increased Effect, the gameplay would be the same but the tooltip would be much shorter. But it also opens up that Increased Effect part as a push-your-luck, high-cost, high-reward affix that could be used in various places (e.g. new uniques, possibly have Exulis able to either give 2 corrupted attributes OR 1 corrupted attribute and Increased Corrupted Attribute Effect affix, corrupted idol affix).
TItle: [Rogue] Allow Shadow Dagger damage type conversions
Suggestion: Shadow Dagger is locked to Physical ever since its conception, but there's enough basis and justification to allow it to be converted into other damage types. For instance, it could be converted into:
- Burning Dagger sibling, Scorching Dagger, dealing crit fire damage and/or detonating all stacks of Ignite on the target;
- Icicle, dealing crit cold damage or triggering/detonating Chill/Frostbite;
- Lightning Rod, piggybacking on Shock stacks to deal crit lightning damage once Shock overflows.
Title: Improve Temporal Sanctum
Suggestion: The corruption system was great at the start but has been a huge flop on the high end spectrum of endgame content (see feedback similar to this: #feedback message)
There is nothing fun about going through a loading screen 50 times and obliterating a boss in 0.1 second just to craft and brick all of your items. We are sitting through hours long game sessions engaging in no gameplay activities to roll the corruption slot machine.
PLEASE let us slam multiple items in 1 run (by using for example, an extra key per item slammed) and just let us do the process all in 1 go, without having to go through an infinite amount of loading screens.
Title: Filter for 2xT7 Prefix/Suffix Items
Suggestion: Affixes needs Subtypes like Suffix/Prefix to filter them precisely.
Example: I want to have an Item with 2x T7 Prefix or Suffix but I dont know which Affixes are Prefix or Suffix, that makes it hard for me in the Lootfilter to filter them. Only my experience knowing which Affixes are Prefix/Suffix makes it possible to filter them. When I could search the searchbar for "prefix" and only prefixes would be shown, I could select some of them. Or including another "prefix/suffix" option for filtering would be nice.
Keep in mind: New Players watching "how to filter perfect exalted items"- videos but they dont know which affixes are suffix nor prefix. makes it earier for newbies and me.
Title: Prophecy CoF Improvements Quality of Life
Suggestion: 1) Sign "Prophecy acquired" needs to be higher on screen since costs of prophecies gets hidden
2) filtering for prophecies while buying them, since I dont like to buy the 8100, they are pretty scammy and I still need to compare every single one
3) change the cover for "caster weapon" for example because it looks like a "wand" and short symbols with silver and gold looks equally.
4) Prophecy overview in faction overview needs a filter or at least sort button, so we dont need to get through them and compare
All of those Improvements improves quality of life and safes a lot of sanity and time
Title: Wand Subtype Without -Mana Cost
Suggestion: Introduce a new wand subtype that doesn't have -Mana Cost as an implicit affix. Wand corrupted affixes include an Added Mana Cost affix, but if for any reason you want to increase your mana costs, this directly conflicts with every wand having a mana cost reduction implicit.
Title: Merchant's Guild QoL
Suggestion: 1. Have a search filter for number of exalted affixes instead of just number of T7's
2. Allow ctrl+alt input to see the roll ranges and other details on items on the market
Title: Bees into Fire Auras Conversion Unique
Suggestion: A new unique that makes you gain a stack of Fire Aura instead of summoning a Bee/Elemental Bee any time you would normally do that (1:1 ratio). This could give Fire Aura some late game scaling with corrupted idols.
Title: Add echo chain type to the timeline filter
Suggestion: Add echo chain type (no chain, normal chain, beast chain, stability, nemesis, pinnacle) to the list of filters that you can use to highlight echoes in your timeline.
Title: Training dummies in Echo of a world
Suggestion: Would be nice if we could have training dummies in echo of a world. I rely on targets to lower my mana, and having at least one target dummy would make this easy. (Currently having to port to the arena to access the dummies to lower my mana.
Title: Searching for hybrid health or hybrid in general
Suggestion: Title Title Title
Allow us to search for "hybrid health" in the stash tabs search
Title: let us mark items for importance
Suggestion: No need to over-detail, the function of swapping between regular mode, junk and favorite marks on items when hovering and pressing a button will add a nice layer of visual organization, much like it does in other games in the genre, while preventing accidental sell and breakdowns
Title: Omen WIndow XP and stability
Suggestion: They're great to do, but once I realized they didn't give XP or stability, I largely stopped doing them. Seems like all other side (Tombs, cemeteries, beast side zone) content give both XP and Stability. Why not this one?
Title: Prophecies for Runes needs different covers
Suggestion: Add different Covers for different prophecies. I need for 10x only "runes" prophecies around an hour because I need to check every single prophecy if its an ascendence, redemption etc.
Title: Perfect Resonance
Suggestion: 3rd tier of resonance to allow two accounts to permanently transfer items between each other so people who play together forever can just trade freely thanks :)
(It's currently quite frustrating to have to wait forever for an obsidian resonance to drop to give something to my friend that I will never use in my build but they will if we're both CoF. I've hit the equivalent of level 102 playing with two friends this season and I haven't found a single obsidian for either of them)
(This could also be resolved via a group found character option that unrestricts item gifting at character creation)
Title: Endgame Scaling Options for Non-Specializable Proc Skills & Ailments Like Witchfire & Fire Aura
Suggestion: Expand the options available to scale these types of skills and ailments so they can actually put up good damage as the focus of a build. Taking Witchfire as an example, it deals very little damage even after heavily investing into the two big "more" damage scalars available to it. This is a common issue for proc skills that don't have an available specialization and for unique ailments, especially those with stack caps and few tags or little inherent scaling. Many of these, even at peak investment, end up 10-100x worse than 'good' builds (not even talking about completely busted builds like rogue's builds deleting Uber this season).
Title: hardcore deaths because of character locks
Suggestion: 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.
Title: more detailed death review
Suggestion: If possible please make more detailed death review. for example last 5sec before death. Sometimes death screen shows non-informative info (for example last heat was for only 100 damage, while the main reason of death was one of the previous hits for 1000 dmg). It is also mostly for HC players
Title: Corruption "Set values to maximum" is broken
Suggestion: Currently on items like jelkors dagger it sets -6 mana to -3 which is the LOW end not the high end, please fix this
Title: Omen Altars for COF
Suggestion: Is there any chance COF can get prophecies for altars or COF ranks help them drop?
Is way time consuming farming them on COF since there is so much randomness and always corrupted and can't interract with them.
Title: Gathering Storm - Friends of the Tempest
Suggestion: Currently reads:
Friends of the Tempest 0/5
If you have from 1 to 15 Storm Stacks, your minions' lightning skill hits have a chance to grant you a Storm Stack.
If Gathering Storm is converted to physical or cold then this requires a physical or cold hit instead.
Minion Storm Stack Chance: 8% per point
Sustaining 15 ish stacks with this node is quite easy for the most part, but it means investing enough in some kind of minion that hits rapidly so that that it stays alive to get a player scaled benefit (mixing minion and player stuff usually sucks) and simply being at 15 storm stacks all the time just doesn't do much for you.
That's a bit less than 2 'free' storm bolts per second if you spec 32% faster storm stack expenditure, which just doesn't do anything noticeable really.
I'd suggest changing it so that it isn't capped at 15 but maybe give it a proc rate limit like many other such nodes have (a high one because storm stacks just aren't that valuable, they're far too scarce as it is). 14 per 2 seconds or something like that.
Title: Hybrid damage scaling
Suggestion: Give Characters the ability to use two or more damge types:
Something that seems really arbetrary is the inability for the players to use more than 1 damage type unless it's elemental and it does make player immersion or playstyle choice feel more limited. Skills such as Necrotic Flame or Avalance have two damage types and yet there is no way of effectively scaling both since you either have chooce between one or the other and that hurts overall damage. It would be nice if we got passives or skill nodes that allowed us to use more than one damage type so we can better benefit from multiple stats.
One nice effect would be for use to have a choice when using certain element changing nodes to have the choice of fully commiting to the node, preventing any other element changing nodes from affecting you, go hybrid or simply ignore it if you want a certain skill node that's behind it.
Title: Ascendant Embermages are overtuned
Suggestion: Turn down their damage???? 2 of my 3 HC deaths are 1-shots from the Meteorites from Embermages.Like...why are trash mobs 1-shotting me when I can effectively facetank most bosses?
Title: "Zerrick's Aid" Weaver Node
Suggestion: Rather than Zerrick showing up 7% of the time and boosting all gold/bone drops 85%/170% when he does, I'd rather he showed up always but each gold/bone drop had a 7% chance to be boosted 85%/170%. As-is, because 7% is so low and each echo takes a few to several minutes (depending on what random events spawn, esp tombs; whether you're pushing corruption or not; etc), I sometimes find myself double-checking that I did in fact put points into it. You can also go multiple sessions without triggering it at all currently. Reducing the time between boosted drops by leveraging the fact gold drops many times each echo (but NOT flattening it completely to the 5.95%/11.9% bonus it works out to and having it apply on every drop) while keeping the overall boost the same on average would avoid this "is it even working?" situation.
Title: Shattering an inventory of items
Suggestion: Please add a button to shatter all items in inventory while forge open or allow us to confirm shattering with a keyboard. (save my hand please)
Title: 2 Nodes In Explosive Traps
Suggestion: Instrument of the alchemist - please revert back to 1.2 - 100% it doesn't need a nerf that's ridiculous. Arrow Traps for detonating arrow please make max number which is current 10 in 2 seconds 75 (I did maths). This was one of the more popular builds before you nerfed from unlimited to 10. Insane 98% dmg nerf including the interaction with Eye of Reen - this sword was also nerfed so this wasn't needed. Please this will make the build much more fun and not over powered. You have to also use daggers that are special to the skill with considerably LESS dmg than every other class using traitors tongue with +skill, massive base crit multi etc. Thanks for both changes back!
Title: Item Window in MG Stall
Suggestion: Make it so that when we are done putting a item to sell in the MG, the little window where we put the item and the price, doesnt close, so we dont have to open it repeatedly to sell other items
Title: Pre-set ammouts in MG
Suggestion: Make selectables pre-set ammounts to choose from when putting an item to sell in MG (like 5k, 10k, 15k, etc), and make it so we can select it for all items that we are putting it up for sale, until unmarked
Title: Circle of Fortune Lens Rework
Suggestion: The lenses are very unwieldy and rather annoying to change. It might work better to simply have the slots open a small menu to select from the lenses to prevent having to manage lenses in inventory or going back and forth to change them. Could tie unlocking certain lenses into the ranking system aswell, just like the slots.
Title: Another Design/Balance Pass at Multishot
Suggestion: If Multishot is not a contendor for a rework, then I'd like to see its uniques looked at again. Drelkor's is a fine bow for Multishot. Does basically what you'd expect it to. Nightbringer, on the other hand, is a heartily mediocre quiver that is only ran because no other quiver even mentions Multishot. Any angle to scale Multishot beyond "+physical bow dmg and atk speed" would be a great start. Otherwise, I'd love to see some interesting ways to make Nightbringer scale Multishot better.
Title: Modular Loot Filters
Suggestion: Instead of having one large loot filter or having duplicates, what if we could load up multiple smaller filters?
I could have a multiple small filters covering different builds and enable/disable as needed. Changing a filter from leveling to late-game would just be swapping out smaller pieces.
It'd make managing larger filters easier too. Effectively, we'd be using multiple smaller filters and they'd run the same as they do now (top to bottom). Just each filter has a specific purpose and can be combined with other filters.
Title: COF Prophecies
Suggestion: To be able to sort and filter for prophecies based on maps/bosses/types. Example, filter for all prophecies that can be triggered by Lagon kills.
Title: Corruption rune staying in forge after item removed.
Suggestion: The rune of corruption should stay selected in the forge after the item is removed. This is separate from how the other runes work. I want to be able to corrupt multiple items in a row by shift+clicking them into the forge, clicking corrupt, and then shift+clicking them out without having to manually select the rune of corruption each and every time.
Title: Harmony of the First
Suggestion: Revert the nerf that Harmony got between its first preview and the release of 1.3, yes it was strong but it requires an entirely different gearing approach to anything else in the game in a good and interesting way.
The reward for making that work should be significant, the difficulty of getting the right two affixes on good bases (implicit stats more important with fewer affixes!) with a helpful sealed affix is not to be underestimated vs 1lp slam & corrupt on very good uniques.
Title: Change Glyphs of Envy to Runes of Envy
Suggestion: The functionality of a Glyph of Envy should be changed to a Rune. Tying it to a Glyph makes it impossible to use with items that have full level 5+ affixes, which does not make sense. (Change should only be made with improvements to the Forging Potential system)
Title: Weaver tree imprint slot for corrupted affixes
Suggestion: Im sure it cant be that hard and would be great to get corrupted affixes a bit more easier without grinding for weeks with praying to any god in the existence... so:
- imprint slot located in the Omen section of the Weaver tree
- it could either have a chance to drop imprinted item with the corruption (or similar item with that corruption) when killing Omens.
- or it could make a better chance of getting imprinted corrupted affix onto the same/similar item when you corrupt it yourself.
https://imgur.com/a/J6B5deS
Title: LP & WW Filtering Rule UI
Suggestion: Instead of setting a bunch of separate rules for these (e.g. hide A, B, and C uniques with 0-1 LP, hide X, Y, and Z with 0-2 LP), let us just use sliders. The Unique condition already has a list of every unique anyway. Basically take that existing list, put a two-point slider next to each (min 0, max 4 for uniques, min 0, max 28 for WW) where the player can move both the low and high point for each unique they want included for their rule. This would also make it easier as players progress and no longer want to see a 1LP of something but only 2-4 to just slide the high point up 1 for that Unique, for example. This comes up a lot for me with Weaver's Will especially because it's not as easy as LP having 4 rules 0-0, 0-1, 0-2, 0-3. Setting up 28 individual rules to achieve the same sort of thing is really tedious.
Title: Item-Fusing via Woven Map, fusing two items to one item by chance
Suggestion: Create another Woven Map for Crafting Items in which you can put in for example 2 similar Items that has modifier (magic, rare, exalted) to merge them. Merging progress: You "tribut" 2 items by putting them in. you select prefixes and suffixes that you want to merge. the more affixes you select, the less is the chance for a merge. the higher the modifiers tier ** are the less is the chance to merge. a failed merge ends up in destroying both items. subtype of the merged item is determined by chance of one of the two subtypes. ranges and tier of "new" affixes are the same as before. forging potential is determined by both forging potential** and a random number, which builds a chance based new forging potential. There is a similar one in POE2 as example.
Background: We end up farming and farming and farming for T7T7 and have like 20 stash tabs full of T7T6 items or something like that. We only farm Havoc Runes the whole day. This make the 20 stash tabs of Exalted items more valuable by simply forge them. It musnt be a high chance, like 1% or something for a 4x affix selected item.
Title: Rive's Node "Projection of War"
Suggestion: Changing how the animation of the wave of energy is to look mor like a half-moon wave of energy instead of a blade swirling in btw the mobs. It would look much cooler, and it would help with Rives clear
Title: Rename Acid Flask to Fire Flask
Suggestion: Acid is so bad and weak and has been for years why even call it that? Cold is luke warm as well. Call it fire flask thats what everyone plays.
Title: Experimental affixes being quite an outdated mechanic
Suggestion: I think now is a very good time to revisit the Exiled Mage system and the experimental affixes they offer in drops. While the spoon drops are very important to many builds, I feel like they are the sole reason behind Exiled Mage farming. Maybe it could be a good time to rethink experimental affixes? Maybe they need a serious overhaul to be as radical and special as originally intended, but just suited to today's Last Epoch?
Title: IGBR tool improvement(?)
Suggestion: Add a dashboard to an in-game bug-report tool so that players can see reports filed by them, along with timestamps and statuses (e.g. sent, received, reviewed, resolved/denied/closed/etc., etc.). So that there's at least some semblance of a feedback loop between players and developers.
Title: Loot Filter improvements:
Suggestion:
Folders/Groups/Collapsible sections
- Purely cosmetic; Organize all of the different rules within a Loot Filter
Logic gates between Conditions - AND, OR, NAND, NOR, etc between each Condition in a Rule to allow further customization and specificity
Title: Harbinger Egg Menu ALWAYS hides stash tabs list
Suggestion: Let it be collapsible or atlaest move it around a bot over to where the inventory should be to some degreee. Being unable to filter through all stash tabs without knowing which ones got filtered is painful.
Title: Imprints - Echo rewards imprint now is much better than others.
Suggestion: The Bottom left imprint that is tied to echo rewards is now the best one to take by far but it is limited to only armor and jewelry in that slot. We can't put weapons in that one. Because of the new seasons mechanics with the triple rewards checkmark for completing echoes. Now when that imprint procs you get 3X of the imprinted item. That seems very unfair compared to the others since we can't put a WEAPON in there. Please maybe consider adding weapons as an option for the imprint itself or take the weapon choice off another imprint node to allow us to put it there. Since this imprint node is now the best by far since every map you can proc it up to 3X rewards. All other imprints choices on weaver tree only give 1 reward when/if it procs.
Title: Shaman Summon Elemental, and more survivable attunement companions
Suggestion: Shaman lacks a 4th skill, and it would really fit if Shaman had more elemental summons and not just totems plus a subskill of avalanche. A skill that summoned an elemental and could be specialised to summon either a water elemental, air elemental, or stone elemental would be cool. It would also help Shaman with tankyness specifically if you could summon an earth elemental to help you mitigate dmg some way. I was hesitating between suggesting the skill be called "summon elemental" and "summon elemental companion", because I don't know whether the skill should be one or not. Basic ideas would be that earth elemental makes you tankier while it's up or takes a portion of your damage taken, water elemental casts maelstrom on you and is both offensive and defensive, and air elemental is mostly offensive and related to storm totem and storm bolt.
It would also help Shaman with tankyness options if it could obtain attunement scaling on summon bear, some nodes to make spriggan significantly more tanky available somewhere for all primalists, and some buff to attunement as an attribute, directly or through buffing mana regen.
Title: Totem dodge rating on tooltip
Suggestion: display the 100% less dodge rating affix on the totem tooltip
Title: Reworking Shaman Elemental Passive nodes and reducing dependency on Gathering Storm/Storm Bolt
Suggestion: the Shaman Tree is too saturated with Storm Bolt and doesn't have any proper Fire element, decent Cold nodes but too many bonuses for Storm Bolt and Lighting damage. This makes it hard to build a proper Cold or even a Fire build and in order for Shamans to be more rounded, they need more overall elemental nodes but also more condensed branching into one of the elemental damage types or physical.
Dervish is a good starting node but it's not only too far into the passive tree but also have too much of a bias towards Lightning Damage, if the passive line was in the early half of the passtive tree and instead gives the user a choice between fire, cold or lightning damage without forcing you into using Storm Bolt. Rhythm of Thunder should apply to all Melee attacks. The "bringer" nodes increase individual elemental damage, grant bonuses tied to their element (Armor for Earth, mana regen for lightning etc.) and penetration per 3 strength/Attunement based for melee and spells respectively point. It would incentivise people into properly building melee or caster builds.
Another thing would be to also grant more means of survivability since an attunement based mastery, Shamans should at least be able to gain 2 or even 3 points of Health per Attunement since both Beastmaster can stack both Armor/Str and some Dex/Dodge while they only have Att which grants them more mana and no defensive stats.
Title: Do mid season balance changes
Suggestion: the poll was 2 years ago, people assumed seasons would happen every 3 months and that you would be able to balance the game well enough.
the "no mid season balance" philosophy has been in place for 2 years now and we can see where it's led. the game will never be balanced if you only allow yourself to do balance once every 6+ months (especially when the changes are this conservative)
i think most people would be more than willing to go through 1 season of big and frequent balance changes, if that means you can establish a healthy enough game state for the next seasons afterwards.
(fwiw i did vote for no midseason changes back in 1.0)
Title: Weaver Node - Added Chance to Drop Temporal Keystone
Suggestion: Add a new node that adds an extra chance for some type of target mob (Omens maybe? Champions feel like they have a lot of nodes already) to drop Temporal Keystones. Alternatively, as part of an expansion of the Forgotten Knights faction this could fit in there thematically.
Title: aftershock being triggered by upheveal.
Suggestion: Aftershock can be triggered by Upheaval while in Werebear Form. Add this to Werebear Form passives or to Upheaval itself, or include it as an Idol modifier without negatively impacting the balance of other skills. or/and And let the Aftershock trigger from Upheaval spikes (where they land or on enemies), not from the player’s location. the idea of this change would be increase a bit the clear of mobs while using maul and have more satisfying clear.
Title: Executioner's Tithe's mana restore on kill - please add alternative activation condition
Suggestion: The weapon is heavily designed to support the mana scaling version of Flay, with the mana recovery affixes designed to help keep up the character's mana. One of these is the affix that gives mana on kill with Great Harvest - designed to kill weak mobs en masse with small mana recovery for each.
However, the scaling for this build very heavily skews towards the spells, so Great Harvest basically can't kill anything at the corruption level we're farming. For example, right now my Great Harvest deals 36k damage on dummy, while Flay shoots 30 Chaos Bolts dealing 300k damage each. This means that the mana restoration function against weak mobs basically do not work, and we're forced to rely solely on the boss/rare enemy hit.
It would be great if an alternative condition is added to this affix that does not require a killing blow. A simple on hit condition would be amazing, or if we want to add a stricter condition that fits the Acolyte flavor, perhaps require it to hit a cursed or debuffed enemy?
Title: EQ/Aftershock totem
Suggestion: Put a node behind Shattered Earth (aftershocks repeat) that changes EQ into a skill that spawns a totem which creates aftershocks under enemies.
Title: better scaling for runic invocation spells
Suggestion:
Runic Invocation has bad payoff for having to cast 3 other spells to make those runes first. The multipliers in its skill tree are also undertuned for a spell that has to be woven with 3 other spells in between casts.
- Triple the values of the nodes Unbridled ruin, Devastating Starfall and Elemental lore
- add a node Swift Demise: 1% more damage for runic invocation per cast speed per point (max 2 points).
- add a node Rainbow Six: Runic invocation deals 10% more damage for each time you have cast elemental Nova recently. This ties in to directly casting Elemental Nova to generate runes and would give life to Unstable Core unique affix (it's currently only used as a dumb stat stick).
- add a node Leave It To Me: directly casting runic invocation deals 20% more damage per point (max 3 points).
Title: Quality of Life Improvements for the Observatory
Suggestion: Rerolling for prophecies is mind-numbing, especially at high corruption levels when it needs to be done more often. Please consider the following suggestions:
- Add a hotkey for 'reroll'.
- Add a fourth slot for lenses to reduce the pool of possible outcomes.
- Create specific icons so that we can distinguish between 1h and 2h weapons (and probably other prophecies) just by looking at them.
- Add a new lens that can target more specific prophecies (e.g. for 1h swords).
Title: Let us choose what kind of bonus unique/set gear we get as echo rewards instead of locking those down in their own timelines
Suggestion: Based on this - #💬┃general message - message, I think it would be nice to choose what kind of unique/set gear we could get as an echo reward in a similar way to how we choose woven echoes. Since there's a lot of ways of getting said gear nowadays aside from timeline bonuses, there's no reason to lock them down to "each timeline only grants X type of unique/set gear as a bonus".
Title: COF Resources Prophecy Rewards & Dysis Adjustments
Suggestion: new COF telescope for Resource rewards
Move key rewards from Dysis to the new telescope
- 2 Temporal Sanctum Key
- 2 Lightless Arbor Key
- 2 Soulfire Bastion Key
- 4/6 Arena Key
- 1/5 Arena Key of Memory
Add these to the new telescope after unlocking relevant NPCs/quests (Skarven, Masque, Omens, Empowered Monos) - 1 Scale Charm (no unlock)
- 1 Portal Charm (no unlock)
- 750 Ancient Bones
- 1 Bag of Primordial Materials (high favor cost)
- 4 Primordial Fang
- 4 Primordial Feather
- 4 Primordial Horn
- 4 Primordial Petal
- 500 Memory Amber
- 6 Timeglass Fragments
- 5 Temporal Keystones (roughly enough for 1 boss run on any timeline)
Add to Dysis
- 1x Omen Idol
- 1x Altar
Numbers can be different, just giving an idea
TBH I'd also split Runes/Glyphs/Shards into their own telescope too (& add Rune of Corruption) and have Dysis be Idol prophecies since there are so many