Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Rune master was basically gutted from the original concept so what you are feeling is normal.
As for class balance it has been off for quite sometime with the newer options being vastly superior to the older ones. Excluding that aspect even within the older ones balance has been wild in its variation. Would you be surprised to know that when rogue was first released it was considered overpowered? (This was pre-falconer)
Setting that aside again even basic concepts within some classes were wild. There are posts going back years of the developers denying basic facts like the Sentinel was not fulfilling class identity, in this case being the tanky slower methodical knight archetype. Now they are "reworking" sentinel sorta calling into question all that developer defense of the class but it is what it is.
My personal favorite example is an old developer post where they said that the Sentinel was not supposed to be a light and nimble class darting in and out of combat, but at the time had more movement skills then your ability bar could support. Something worth pointing out when at the post-story level combat quickly becomes move or die and even in story major difficulty spikes come in the form of highly telegraphed attacks intended to one-shot you.
Even within class you had masteries "stepping on each others toes" like with Sorcerer and Rune master both being the "tri-elemental blaster" type and the reason to play one over the other often comes down to who the patch notes were favoring at the moment. As opposed to you know class identity, play feel, or other factors, something we saw recently with the shift from RM > Sorcerer patch notes Sorcerer > Rune master.
In short, no its not just you and multiple people have multiple times pointed this imbalance out.
Don't get me wrong, Falconer also feels off for being so broken balance-wise, but at least this playstyle feels what he's supposed to do. Interesting to know that Rogue was also considered overpowered pre-falconer.
And Rune Master... Well, I'll skip this one for now. Once I finish this character now, I'll try Primalist maybe.
A bit of clarity, its not that rogue was considered overpowered for a tremendous amount of time, it was more of a League of Legends situation. Rogue was considered overpowered on release, and then for some time, then rogue caught some nerfs. We saw the same thing with Rune master.
I'm not saying this to be mean. There are near limitless combinations between passives, skill trees, and gear. Because everyone has taken a wildly different path than you, your experience represents a miniscule amount in the grand scheme.
I had people telling me Disintegrate was trash compared to other mage skills. I found it to be the easiest way to play this game and it carried me well in to end game.
Tried necromancer and falconer and hated them both.
Started a spin to win forge guard and again, super easy mode.
Topics about builds are far more helpful when they discuss what you specifically did that works, instead of assessing multiple classes and believing they need some kind of "balance".
"no free moment ability" what are you speaking about ?
all class have movement skill(s) and there is an evade now
This is where balancing becomes an interesting topic. Almost any class, skill, or combination can be made useful or powerful if approached the right way. This isn’t exclusive to Last Epoch - it applies to many games. For example, in Warframe, players have created specific builds for underperforming warframes and turned certain abilities into powerful tools. If you understand the mechanics well and focus on enhancing a particular ability, it’s often possible to make almost any build viable. That didn't prevent the developers though from buffing certain classes.
Tapping into a casual realm, you begin to see which classes have the better overall performance. No guides, no builds you found on whatever site, none of that. Just play and skill what you think feels right. And if any class begins to feel lackluster - excluding things like unlucky drops - I do feel like there need to be at least some adjustments. In my opinion.
I understand that your comment isn’t intended to be mean or aggressive, but it can come across as dismissive of feedback. This attitude, in my opinion, has contributed to the downfall of some games, leading to either widespread criticism or even the game being taken offline entirely. Not every game, though.
Of course, drops and how good they are or how good they synergize with your builds also contribute to the overall performance, but that's a variable that should change as you go on. Sometimes you're overperforming, sometimes you're underperforming. While I don't have much experience with this genre altogether, from the three games I've played, that's what I've gathered.
You do know the tooltip DPS is built on purpose to be inaccurate right?