38 people found this review helpful
4
2
Recommended
0.0 hrs last two weeks / 627.4 hrs on record (75.2 hrs at review time)
Posted: Sep 4, 2021 @ 11:19am
Updated: Mar 12, 2023 @ 5:55pm

Early Access Review
Big Picutre
Last Epoch is a diablo-style ARPG that is close to rivaling the scope of the big players in the genre like Diablo 3, Path of Exile, and Grim Dawn. It is content-incomplete (campaign not finished, missing unique items, some missing specializations), feature-incomplete (there is multiplayer now, but no trade yet), and quality-inconsistent. However the upward trajectory of the game is undeniable. The increase in quality of things like voice acting, art, 3D models, enemy design, responsiveness/feel of skills, and class depth has been ramping up in a big way. Most of the game has a new coat of paint and it makes a big difference. Normally when a project suffers from scope creep the way this one does, the result is a buggy mess that is nothing more than undelivered promises. But I'm here to say that this game is the exception, and good enough to enjoy right now IMO, and there's many reasons to feel optimistic about the game's future.

The Skills and Classes Are What Sets This Game Apart
The best aspect of the game, the big reason Diablo fans need to play the game. This game bucks the trend of class-agnostic progression and doubles-down on making players commit to specializing in a unique class, using skills that evolve in more interesting ways than changing skill runes in Diablo 3 or slotting in support gems in POE. Do these restrictions limit the number of possible builds? Technically, but it doesn't feel like it since it allows the design of skill interactions to synergize with each other in more clever and hand-crafted ways. This means whatever build you do develop is NOT going to regress into the infamous 1-button spamathon that is every other class-agnostic ARPG.

To accomplish this, the game has a meticulously crafted skill tree for each and ever skill in the game that you will level up separately from your character. The passive nodes in these skill trees often directly relate to other skills available to the class you're playing, and these interactions create meaningful layers of choice both in your build and, more importantly, in the moment-to-moment gameplay. This game wants you to use your whole skill bar all the time and it does a better job than any other ARPG I've played, and I am constantly making new characters. I have played the majority of masteries in the game and I am constantly imagining what each of them would be like if I built differently. Even among every specialization there are many viable ways to play. I am just super impressed overall with the dedication and depth to each playable class, this game will ruin you if you are an altoholic.

Performance is Many Times Better, But the Online is Buggy
This didn't used to be pretty game. In fact there used to be two paragraphs here talking about how ugly and slow the game ran. This multiplayer update they release optimized the game more than I've ever seen a game be optimized. The game looks literally twice as good in many places, their new artists are producing significantly better assets, and they've worked a lot of expensive shaders to use deffered rendering. Despite all the visual improvements, the game actually runs 50% faster than it used to on my machine. Auto HDR works now, the new composer is doing a great job with the new music tracks added, and many skills have revamped behavior that feel so much better. This game actually feels good to play now and isn't being carried by it's deep customization alone.

Online Mode Is Way Buggier Than Offline
Unfortunately, before this update I had said that this game virtually no major bugs. Unfortunately, the switch to server authority has put a dent in that. The past couple days there've been a ton of bugs making the game feel more like a beta than it did back when I first started playing. It's only been a couple days and they've been tracking things well so hopefully they'll be able to deliver fixes for that.

Campaign and Endgame in a Good Spot
The rough edges on the campaign got filed down in a big way this update, and it feels like a more cohesive experience than it used to. There is actually a story here with some voice acting that's been touched up big time. The campaign is also skippable in several places, if your alternate characters are strong enough to beat the dungeons, they can skip large parts of the campaign and get to endgame more quickly.

I really like the endgame currently, it offers a lot of ways to target loot and a lot of decisions to make about what zone to run and what nodes to chase, but they're not so complicated that setting it up requires you to stop playing the game to craft maps or something. The monolith system right now is a whole lot better than D3, and a whole lot less complicated than PoE, That doesn't necessarily means it's lacking in depth, although it could still be better. Outside of the monoliths, you have the high tier dungeons that offer unique, bespoke rewards, and an endless arena to push online leaderboards.

The New Legendary Item System is My Favorite End-Game Loot in the Genre
All of these activities have exclusive uniques to chase, but the chase doesn't stop there. Ultimately the goal is to ascend the best uniques to legendary by actually combining them the best rare items you can muster and get the best of both worlds. This system is, IMO, a big stand out in the genre, and creates a ton of wild possibilities for late-game itemization that is super deep without being an unintuitive cluster ♥♥♥♥ of remote probabalistic ♥♥♥♥♥♥♥♥.

Speed Round
- controller support is a big plus but you can't aim with the right analog stick and that's a big problem
- In-game UI and documentation are good, but could be better. A lot of subskills and obscure status effects still lack sufficient in-game explanation.
- No item linking in chat yet, coming soon in hotfix with other fixes
- There is an offline mode you can play if the servers die
- Entire game is playable coop, but the coop rules for certain activities like dungeons still feel like a first draft. If you die in a dungeon, you are essentially removed from your team and cannot play with them until they either finish it or die. This is terrible design IMO.
- Regular item crafting is useful and accessible at all stages of the game and won't brick your items out of the blue.
- I really don't have much bad to say about this game, it's in a damn good spot right now and I believe it's going to be among the cream of the crop by time 1.0 rolls around, even with major AAA competitors around the corner.
Was this review helpful? Yes No Funny Award
12 Comments
Ixziga Mar 12, 2023 @ 5:56pm 
Updated for 0.9, rewrote nearly the entire thing. The game has changed so, so much since I wrote my original review over a year ago.
Ixziga Dec 18, 2021 @ 9:59am 
The discovery rune and glyph of chaos also add a completely new way to modify gear, it adds a reason to roll the dice on bad items which adds a lot of fun to the looting in the game
Ixziga Dec 18, 2021 @ 8:58am 
@EHG_Boards I wanted to actually get some time in the new patch for I made up my mind, but the new crafting changes are just awesome. The despair rune and legendary items not only open up new build potentials but add a whole layer of end game chase that the game didn't have before. It's also a very interesting and unique mechanic, to combine uniques and exalted items. I wonder how inspired by that Wolcen glitch it is? Great job either way.
EHG_Boards  [developer] Oct 12, 2021 @ 10:12am 
Hello Ixziga! Wow! Thank you so much for your passionate display of feedback for us and the community of Last Epoch to enjoy. I am sure many other players will find it useful to read through your experience of the game and it's systems.

Thank you for your kind words and positive review. Regarding the amount of unique items currently in the game - we hear you, and we are hard at work every update adding more of them into the item pool. Keep your eyes on the updates for 0.8.4 for even more great news regarding the loot pool!
Rabid Jawa Sep 6, 2021 @ 5:56pm 
I think the crux of this issue for me is that when you are able to intentionally invest in and string together more than 3 or 4 layers of multiplicative scaling with optimal distribution, things get out of control. GD not having easy ways to invest in crit removes some multiplicative layers you can invest in and since stats in general are not uniformly available (largely mastery and devotion dependent) it's more of a puzzle to acquire them than it is to dump stats in the correct piles relative to each other. How's last epoch with regard to the uniformity and accessibility (or lack thereof) of stat availability?
Rabid Jawa Sep 6, 2021 @ 5:51pm 
Yes, you're correct, I did mean the extent of the scaling rather than the nature of it... I just couldn't think of more accurate phrasing. I do understand they're all multiplicative. But thanks for clarifying in case anybody else reads this and it shows you understood what I meant.

Thanks for the further elaboration and thoughts. Let's hope the Last Epoch gear issue is just a symptom of the game being unfinished. As long as set bonuses aren't clearly better by orders of magnitude than other options (like D3 sets adding X thousand % damage to skills) I think I'll be happy.

What about crit? Is there a cap to critical damage stacking? Is crit chance+damage something that's easy to intentionally stack or is more like GD where crit damage is randomly sprinkled about in very low amounts and isn't something you build around.
Ixziga Sep 6, 2021 @ 6:04am 
@Rabid Jawa One last thought about your question, the reason D3 has power creeped to the extent that it has is that the developers went with the "no nerf, only buff" approach for years. This is mostly responsible for the power of things just becoming insane over time. Last Epoch Developers have been nerfing things to keep things in line. The downside is your op build could get smacked in future patches. Something to consider I guess.
Ixziga Sep 6, 2021 @ 5:59am 
@Rabid Jawa The unique item situation in Last Epoch, from what I can tell, is kind of all over the place. There seem to be very few unique items to begin with, some of the early game ones are nuts, but there's not enough early game uniques to cover half the early game builds. You'll pretty much exclusively find uniques you won't use. End game there are better uniques you can find, and some sets, but they are super build-specific and tend to have serious upsides paired with serious drawbacks, often you would need a crafted item in another slot to make up for. So it kind of prevents you loading up every slot with a unique or set item. My farthest character is level 70 and I've barely found any uniques or set items tbh. I think it's a weakness in the game currently.
Ixziga Sep 6, 2021 @ 5:57am 
@Rabid Jawa End game power scaling in ARPG's is always exponential because the modifiers interact multiplicatively, to some extent. The issue you're perceiving is just the extent, not whether or not it's exponential. In D3 a legendary modifier could be a 6x boost, in Grim Dawn it's usually 1.2-1.4 boost. Last Epoch is much closer to Grim Dawn in that aspect.
Rabid Jawa Sep 5, 2021 @ 9:48pm 
(character limit reached, continued):
Where does last epoch fall here? Is there enough endgame gear etc to comment yet? This is the make or break for me. I absolutely hate the D3 system because you're shoehorned into item sets, and small differences in optimisation have MASSIVE knock-on effects on the final numbers.