Got to end game. Played with NingNog Forge Guard. My opinion:
Campaign. Easily worst campaign in big ARPG. It was such a borefest that i started skipping second half.
1. First of "corridors everywhere" design works for maybe first 2-4 hours but then it just gets tired af. And since you know where to go because your have sign on map it never feels like exploration and always feels like a slog you need to go through to point you need.
2. Bosses are not memorable at all. I struggle to even remember them. The only boss that gave me trouble was last one. And I fixed it by increasing by 15% phys reduction... as i had only 30%.
3. Maps are just too large in campaign. It feels like they realized that giving point on map where to go means people would just go there ignoring rest of map so they stretched out map between start and end point.
4. Maps aren't diverse enough. Sure graphics change, but you never fight in tight spaces, you never change your tactics either. It's almost always wide open spaces or wide corridors.
5. Side quests are so painfully boring that there is no need to get them as they provide nothing of value (other than stat boost and relic stuff).
6. It is waaaaay to long for what it tries to do. It took me 11 hours of mostly following main quest and trying to get to end fast.
Honestly campaign is such a slog that I dread to replay it at all. I know from some posters that there are "skips" but those skips are still part of that slog either way.
Combat
Good thing to say here. Attacks feel punchy, enemies respond well etc. If I could make top list of best combat feel in arpg it would be:
wolcen >>Diablo 2>> Diablo4/Last Epoch>>>Diablo 3 >>> POE >>>> Grim Dawn
Progression and loot
System is pretty good. I thought at start it will be a mess like Wolcen but it is tight in several places. Unfortunutely crafting which at start seems fine soon enough became too strong to see any loot as worthwile. Few uniques i found were varied enough to do some builds around them.
Skills.
Honestly they suck. Yeah they do have their trees that somewhat change a bit those skills but each class simply has too little of them. Main class has 6 + 4 with level and specialization gets you another 5. Sound like a lot until you realize that ton of them are not fitting into your build well. Like I wanted to make ice mage and i had like total 5 spells including specialization. It would be good if you could make copy of skill and spec it differently like in Wolcen which uses D3 rune system so you could have 2 same skills just with different specs. The skill skill tree imho is just worse version of Diablo 3 rune system or Wolcen rune system. Another annoying thing is that
Passive skill tree.
It also sucks. It feels like someone saw GD or TitanQuest tree and thought: "Yeah i take some of that too" without putting much thought into it. IT doesn't feel cohesive. Yeah it gives boost but it feels more like a chore than fun game mechanic. They could easily move most of it to skills trees and you wouldn't see difference.
Difficulty.
Easy. Died like 3 times and i wasn't grinding or anything. Mostly due to elemental damage. 2 of those in last boss fight. Now in end game it is mostly the same thing at lvl 60. Hardly any challange.
Overall.
They need to bake more and rethink core idea behind their systems. Wolcen2:LastEpoch is what i think of it but actually less fun than Wolcen1.
So I take it If I just want a single player campaign and atmosphere its definite NO NO??
Definitely a poo poo. If i would want to rate campaign:
D2 >> POE>>>>>>>GD>>>>>>>>D4>>>>>D3>>>>Wolcen>>>>LE
You would think that with time travel they would have something interesting in it but frankly there isn't anything here. Feels more like excuse to just move forward. I think what hurts it the most are quests themselves and how minimap "solves" your exploration.
I feel like they just were shooting darts at the board and decided for time travel because it gives their live service game the most amount of wiggle room for expansions rather than to create good story and competent campaign.
Like I said in my opinion/review. The worst part is that everything is the same. Same corridors design everywhere with quest marker telling you where to go. And it feels like game actively trying to waste your time stretching space between A and B so that you can't finish it too fast.
I think it is good to compare it to something. Take Grim Dawn for example. In GD you have towns, ruins, there are multiple pathways, there are faction zones etc. It all feels great and you mostly don't feel like developers designed those areas to stretch hours. Then there are some areas where devs said fuck it like farmlands but even those have houses with bits of lore there.
In LE there is nothing. Sure you get some main quest differences like collecting pearls on some beach to summon something but that is rare occurance most of the time is just go to B and do somehting.