Last Epoch Revisited

So recently I have been on an ARPG kick and quite honestly… while I am most known for being an MMORPG player, I was an ARPG player first. I love Diablo and have loved it since getting my hands on the pre-release test of the first game back in college. When confronted with the decision of which game to buy… because Icewind Dale and Diablo II came out on the same day… I of course bought Diablo II. Years later I was STILL playing Diablo II as my primary reprieve from playing Everquest, and keeping a server running with friends. As such I have always bought and tried out pretty much every new ARPG that comes down the pipe, and Last Epoch was no exception. I did not like this game when I first tried it… but given that I also did not like Path of Exile when I first tried it I figured it might be worth a revisit.
Sometimes when you try out a new game there is one small thing that destroys the experience. If you search google on “Last epoch move and attack” you will find a litany of people who have requested the ability to bind move and attack to the same key, which is admittedly the post-Diablo ARPG standard. For whatever reason be it technical or philosophical… the Last Epoch team seems diametrically opposed to actually doing this. So when I found out that this was not a thing that I could do in this game, and that it did not have Controller support to fall back upon… I uninstalled it and moved on. Then I had a bit of a revelation last week while playing Path of Exile and on the podcast that changed my perspective a bit.
While Click to Move is a concept I am deeply comfortable with and fall back upon… I don’t actually play games in that manner if I can help it. Some years ago my friend Grace got me hooked on another control scheme for Diablo III, where I bind “Force Move” to W and then essentially “steer” my character while moving my mouse cursor around the screen. When I got into Path of Exile recently, this is one of the first things that I did and I am annoyed at that game that I had to give up a functional skill slot in order to make this happen. It turns out that I can in fact do this same sort of mechanic in Last Epoch and after some careful keybind swaps I was able to land on a gameplay structure that more or less maps to what I am familiar with in Diablo III, where I hit Q for the potion, 7/8/9 for some of my abilities because they are comfortable to hit on my g600 mouse, and spacebar for my “charge” ability. Once the mechanical aspect of playing the game was solved… it is actually a pretty solid option.
Last night I created a fresh Sentinel because I had no clue what I was doing the last time I had attempted to play this game. Essentially you choose a base class and then that can morph over time into one of three masteries. For Sentinel, I get the choice of Paladin, Forge Guard, and Void Knight currently I am leaning heavily towards Forge Guard.
This is the class wheel from the wiki, and gives a pretty good representation of your options. The only traditional “Diablo” archetype that seems to be missing is that of the Barbarian/Brawler type character. While Sentinel looks like a Paladin/Crusader it does have a lot of the same tropes that you might find from a Barbarian including the very spin-to-win playstyle of “Whirlwind”. I noticed last night that a few of these mastery classes exist in the interface, but are not something you can choose. I am guessing since this game is still in active development that there just has not been time to complete them.
I think the thing that honestly impresses me the most so far is the fact that at level 7, I feel like I have a pretty complete package of abilities. I have a big single target attack, my default attack has been replaced by a three-hit combo, I have a ranged throw ability, I can charge at packs of mobs, and I can whirlwind down large packs of enemies. This is something that I would have expected to arrive at far later in the game, and quite honestly… reminds me a bit of how good Diablo Immortal felt at low levels. It seems like I am going to continue to get more abilities than I have room for, and as a result, will have to tailor my build looking for more direct synergies.
Please note that I have only the most shallow of understanding this game right now. However once I have arrived at a place where the controls felt playable, it is something I want to explore further. Essentially as far as I can tell character progression goes down two lines at the start. The first is a series of passive talent choices, with additional trees for the three master class choices. I greatly appreciate that it seems like I can just come in here and respec at will. That is deeply refreshing coming from Path of Exile where I am scared to death I am going to screw up and choose the wrong thing.
The next progression system seems to allow you to specialize in five different class abilities, with additional slots unlocking as you level. Right now I have spent some points specializing in my three-hit combo primary attack, and my lunging charge attack. I feel like no matter where I go skill-wise I am probably going to keep using these because they feel great. All in all the structure of this game feels something more closely related to Diablo III than the Diablo II roots that games like Path of Exile or Grimdawn have. I honestly appreciate the more hand-holding given in the talent trees and the ability to just respec everything at will. I always hated the need to roll a new character if you wanted to try something different in ARPGs and consider the freeform nature of Diablo III to be a benefit to the genre.
While I was able to get past the control scheme boss, many of my past complaints still exist. Classes are gender locked and there appears to be no manner of character customization. Mage is always going to be an old man with a book, which admittedly is better than the old man in a diaper look that Diablo III gives the male Barbarian. So depending upon your personal preferences here, you might end up having to play a character that does not suit your representation choices. Admittedly this is a problem in general with ARPGs, but one that I keep hoping someone realizes IS a problem. I cannot tell you just how refreshing the character creation system was in Diablo Immortal. Too bad that game is a dumpster fire for other reasons.
I’ve not spent much time honestly in Last Epoch but it is already something that I want to explore a bit further. The lack of multiplayer play was always a bit of a bummer as well with Last Epoch, but more of an “in development” thing than a willful omission. It seems that Multiplayer is currently in closed testing and planned to be opened up to all players “soon”. I think ultimately more than anything that is going to determine how engaged I become with this game, is whether or not it can scratch the same multiplayer fun itches that Diablo III has for many seasons. The design of the end game is extremely important for long-term replayability. In the meantime, however, I am preparing myself for the launch of the new Path of Exile league and getting in truly on the ground floor of that experience. It launches on a Friday night, which hopefully can give the same sort of vibes as a Diablo III seasonal launch. The post Last Epoch Revisited appeared first on Tales of the Aggronaut.

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