Sum-Up In-depth analysis further down. This review accounts for the changes implemented in Major Update 1.1 If youâre looking for some screenshots [url=https://steamcommunity.com/id/tho545454/screenshots/?appid=899770&sort=newestfirst&browsefilter=myfiles&view=grid]click here to view all the ones I took for this game. đŠ Pros đĽ Cons ⢠Excellent class roster; each has markedly-different playstyles, and even within the same class, build possibilities are many thanks to unique item effects and easy respec. ⢠Combat is responsive and engaging, and only a few enemies have cheap attacks that feel unfair. The new dodge mechanic lacks i-frame, but is better than none. ⢠The array of endgame activities is diverse enough to prevent the âgrindy feelingâ and stagnation for a prolonged time. ⢠Enemy and biome variety are solid throughout the campaign, and the endgame features new ones instead of just copy-pasted recolors, for the most part. ⢠Shortcut function that lets you skip large parts of the campaign when leveling new characters after the first, if you complete certain dungeons. ⢠Stash isnât shared between Legacy and Season characters, meaning youâll have to re-buy and reorganize all of it, on each, when season ends and the char is transferred. ⢠There is no way to respec your class specialization subclass, not even a rare consumable drop or a one-time respec chance, so if you screw that up, youâre stuck with it forever. ⢠Player trading / auction house are restricted by belonging to a specific faction, instead of being global features. ⢠The âshieldâ mechanic, added in update 1.1 to bosses, makes them excessively spongy, tedious, and massively penalizes burst DPS builds - itâs just not fun. ⢠Co-op buddies canât join back into dungeons if they die - itâs really fun for whoever dies to wait 15-30 minutes for the others to finish the dungeon without doing anything. đ¨ Bugs & Issues đ§ Specs ⢠Map exploration resets when returning to town and back again. The devs never managed to fix this issue despite reports. ⢠Sometimes, party member map icons and indicators disappear until the game is restarted. ⢠Some boss arenas are bugged and allow you to hit the boss from places you shouldnât be. ⢠Volumetric effects optimization is terrible, and will tank FPS even on high-end PCs. Lower that setting. ⢠i9 13980HX ⢠64GB RAM DDR5 ⢠RTX 4090 ⢠NvME SSD ⢠3840x2160 Content & Replay Value: It took me around 62 hours, with another player, to complete the game, all side quests, optional areas, and also finish each endgame âMonolithâ dungeon once. Given the excellent variety of builds and classes available, most of which have significantly different gameplay styles, the replay value is excellent. Is it worth buying? Yes. The price of 34⏠is more than fair for this amount of content and replay value, and despite its flaws, itâs still a great deal even without a discount - especially for ARPG fans that need a new fix. Verdict: Very Good [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2548409603]Rating Chart Here A solid and well-executed ARPG foundation with enough quirks to make it stand out from genericness; however. Itâs also crippled by several flaws that hinder the long-term experience. In-Depth Writing & Worldbuilding The story of LE has you as the chosen to stop the war that sparked between the Gods of Elements, when Rayeh, divinity of fire, set out against the Keepers, in order to gather the pieces of the Epoch, a powerful relic allowing one to time-travel. Your role will be not only to defend the Epoch from falling into the wrong hands, but also harness its power to change the past, present and future. If you happen to play ARPGs for the story, there wonât be a shortage of additional lore and optional dialogues to discover more about the world. Characters are decently-written, albeit none particularly stands out nor is remarkable. The plot itself makes sense up to a point, however it leaves a lot to be answered and sort-of ends abruptly. Exploration & Secrets Youâll explore each map on foot; there are no other means of transport. The standard Town Portal becomes available early in the campaign, and you can as well fast travel manually to any area you unlocked a waypoint for. Your party members can choose to get directly to your location at any time - although this may bug really bad in case of dungeons. Exploring each location isnât really worth it until endgame: apart from a few chests yielding mediocre loot, there really isnât anything else worth bothering with, as anything remotely important is already marked. In the endgame there are some pretty juicy chests and optional bosses you may wanna look for. For what it does, the exploration part is fine for an ARPG and is nothing more, nothing less than whatâs to be expected. Combat System & Bosses The combat experience youâll get is, of course, very dependent on your build and class choices. As a summoner for instance, youâll be able to command your minions to attack or reach specific locations, as a mage youâll zip through the battlefield and cast ranged mayhem. Just a few examples of course, as there really are a lot of possible builds thanks to specializations and unique items. All classes share the ARPG system of health and mana, other than potions that recharge with drops rather than cooldowns. Recently a dodge move was added; redundant, seeing how all classes have mobility skills that do a much better job at avoiding instant-kill AoE spam too-common with higher-end bosses. You might want to save that slot for something else, since only five abilities can be specialized and kept in the hotbar at any given time (following Diablo 4âs bad design example here). Enemies have more unique affixes and proprieties the more elite they are, some of them especially quirky, like enemies self-reviving after a while, to name one. Bosses work in a multi-phase way, meaning the more you damage them, the harder they become - the Shield mechanic, also recently added, makes them become enormous HP sponges when their health reaches a certain threshold, and you are better off dodge all attacks until the shield disappears, than tank that monstrosity. Which is depressing. Items & Upgrading Youâre able to disassemble items and get their properties as shards to upgrade other items with them, remove their affixes, put new ones, reroll stuff, all of this with the forge, to customize things to a fine degree compatible to your build. Iâd like to explain this in more detail, but Valve decided to put an 8000 character limit on reviews, so I canât. Thanks Gaben. Endgame System Analysis The endgame segment is based on Monoliths, alternate reality timelines. They have three main story-related quests, but to unlock them youâll need to complete many randomly-generated dungeons of different types, be them arenas or boss hunt missions and so forth. Each of these levels is linked to another one, and each has different rewards only granted if you donât die until the end. Finishing it is still possible even if you die, and when you do, more Stability gets added to the Monolithâs timeline, getting you one step closer to the next âmain questâ phase. Each Monolith has a main boss and also optional bosses, Shades of Orobyss, which can be further empowered by Corruption, a mechanic that resets the timeline completely but makes it harder and with better loot, each time, as many times as you want. Other than that, thereâs the Arena which has tiers and an Endless mode to test your might - by far the best XP farm.
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