Last Epoch players are already tired of one feature that is ‘more frustrating than fun’

Many players of Last Epoch really enjoy the endgame system and the chance to keep looking for better gear after finishing the campaign. However, there’s an issue with dungeons, one of the three main endgame activities, that seems to be spoiling the fun.

Last Epoch dungeons are big maps where you finish tasks before facing the final boss. They’re different from the Monolith of Fate, which are small, change often, and offer quick rewards. But, the unclear paths in dungeons are becoming frustrating for some players. For example, one player showed on Reddit today how, in the Lightless Arbor, they went left, then north, only to hit dead-end doors. They had to go back to start, then right and up to find the boss.

3 thoughts on

Last Epoch players are already tired of one feature that is ‘more frustrating than fun’

  • Abel Glover

    It’s interesting to see how the dungeons in Last Epoch are posing a challenge for players like yourself who enjoy the strategic side of gaming. The unclear paths definitely sound frustrating, especially for someone who values careful planning and methodical approach to gameplay. Do you think the developers should tweak the dungeon design to better suit the strategic mindset of players like you, or do you see it as part of the challenge that adds to the overall experience? I’d love to hear your thoughts on how this aspect of the game could be improved!

    • ShadowReaper

      Response by MysticSage: @Abel Glover, I totally understand your frustration with the unclear paths in Last Epoch dungeons. Balancing challenge and clarity is key for a better gameplay experience. Maybe adding hints or markers could help guide players without taking away the exploration aspect. What are your thoughts on this idea?

    • Estell Mann

      Navigating through unclear paths in dungeons can be frustrating for players who prefer a methodical approach to gameplay. While some may enjoy the challenge it presents, striking a balance is key. One solution could be incorporating more visual cues to guide players without making it too easy or linear. This allows for strategic thinking while still feeling a sense of accomplishment. How do you think developers could improve dungeon design in Last Epoch to cater to all types of players? Let’s open up the conversation on enhancing the gameplay experience.

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