The more i play last epoch the more i come to the same conclusion that something just feels off about the combat. The mobs are great. The diversity is great. Density is great, but something is missing? What is it??
For me it is the interaction of skills and the combat. Here are IMO the 3 main flaws
1)Most builds are based around the use of just 1 dps skill
2)Buff related to on hit on kill or skill usage are WAY to short duration
3)Trash mobs die to easy and Rares with increased health take to long
Lets dig into these
First, Lets pick on vengeance a little more (sorry!) If you look at the top builds vengeance is not only the main damage dealer its also the source of defense used along with other skills that either boost your defense or boost your damage.
Why is this bad? Since to obtain Vengeance DR you must use it every 2 seconds which means your not going to be using anything else with it or you risk the chancing of the damage mitigation going away. This leads you to use the same skill in a build the entire life of the build and its very boring and leads to a boring interaction with mobs. Im just going to sit here and hit the same fire golem 245 times with vengeance until it dies. The same can be said for a glacier build. An avalanche build. A swipe Build.
How do we change this?!?! Make more interactions like Meteor and Fireball and increase the buff durations you recieve from skill usage. If you have used the Meteor/Fireball setup you know just how much more interactive it is in combat to go back and forth with damage skills. Single target slam fireball, huge density of mobs 1 giant meteor to take them out. WAY more fun.
Second, on hit and on kill procs and buff duration’s as mentioned above need a major rework and im not the first to bring up the on kill procs.
Lets start with on hit and on kill first. On kill needs to either be removed entirely and changed to on hit or the buffs granted from an on kill need to be 10x longer to benefit from killing trash mobs during a long boss fight.
Buff duration’s need to be longer. 1-4 seconds is just useless. If vengeance gave its damage reduction for 10 seconds instead of 2 seconds it means that you could use it once and then use rive or something more DPS oriented and it would change combat completely as well if you made every skill have its own unique buff and the object was to get more buffs and use skills manually to obtain as many buffs as possible this would definitely make combat more interactive than just ok lets sit here and use vengeance until its all dead.
Third! Now i understand as an ARPG blowing through loads of trash mobs and body parts flying everywhere is the fun part but right now it feels the difference between a trash mobs health to a magic mob to a rare mob to a boss to anything with increased health is just HUGE jumps and the difference between 2 rares is HUGE as well just depending on the mob. Trash mobs need about 2 to 3x the health they have now while rares need about 75% of there current health. One thing i hate at the current moment is trying to drag trash mobs to the boss so i can get the procs of on kill on hit skills and passives for at least the first few seconds only for most to die before we even get there and then the boss fight drags on way longer because there is no trash mobs to help boost your build.