I don’t like their design.
The current ARPG standard seems to be: rare items provide general stats, legendary(or unique) items provide focused power for specific builds. You decide what build you want to do, find the best uniques and fill up the holes(if there are any ) with rares. Then Grim Dawn also adds monster infriquents which act as uniques with bigger tables of possible affixes which is a brilliant decision and enriches the game for sure.
Then there are the epics. Their role is to be replacements for the inevitable legendary items you’ll fill your character with and thats all. They are placeholders with as much worth as the yellow items you use in the beginning only to replace them with greens after level 10 or so.
But unlike them they are not a simple combination of a prefix and suffix, they are actual items which also have 2 higher versions. You see, they appear to be special but once you get deep enough into the game you realize they are not. The game eventually drops them by the dozens every time you play to the point where you simply ignore them and wish they were purple.
The logical question comes: why are they even in the game? They don’t change it in any meaningful way and with some tweaks to affixes and drop rate green items can comfortably take their place. As it stands even with the bloated number of special items you can hunt in the end you kinda wish the game stops giving you all these worthless duplicate epics.
Feels like fodder, man, feels like a waste of time to keep designing new ones when you have no intention for them to be powerful.