Feedback and suggestion after 60 hours

I really enjoyed playing the game, there are a couple of really good things this game has going for it, but also a lot of things that probably aren’t ready and implemented or simply not functioning as intended. I will be skipping the “good” feedback and focusing on the “bad” to truncate the text as much as possible.

Voice acting: Voice acting for bosses is in my opinion terrible. It feels like it’s old and not updated with the rest of the game. Admiral, Spymaster, Liath, Lagon, and probably a few more that I can’t remember have terrible lines, bad delivery, the voice changer used for their voices sounds… terrible and finally, the volume for some of them is way louder than either the music or combat sounds while being at the same volume level in settings.

Monoliths: They’re quick in n out content but leave something to be desired. I feel like they lack some mob density, diversity in goals as well as some kind of “random event”. Random events could be an impromptu mini-dungeon only containing a tough boss which completes the echo and drops good loot. Could also be an echo only populated by giant crabs or something similar (kind of like the cow level in D2) Or a hidden affix that the echo was more dangerous than shown, further increasing the effective mob difficulty and drops by another 100 corruption for that echo.
Simply put, some random event that is tough, enjoyable (crabs), efficient and rewarding or straight-up lethal enough to make hardcore players TP out.

Dungeons: Dungeon mechanics work great, I especially like Temporal Sanctum and Soulfire bastion, but just like with the monoliths, I believe a mob density increase here would be even more important, as dungeons kind of feel like a place SPECIFICALLY there to blast mobs and get loot.

The campaign feels like it leaves you hanging a bit at the end. There was no satisfying “this is the big bad guy boss” to finish the campaign off, but rather a feeling of “Where is the next quest? Am I done?” - My theory here is that you’re going to either be reworking or adding more to the campaign at a future patch. The ancient era also felt a bit underutilized for being inclusion in the game.

Set items: They are underwhelming as they exist currently. The non-generalist sets are only potentially useful for one out of 3 masteries and perhaps only 1 build within that mastery. Even then, they look like placeholders for exalted pieces much less legendaries.
Unique items: They are indeed incredibly unique but my main gripe is that there are a ton of cool unique items that could potentially be great in a build get hamstrung by their item bases. You can’t exactly use a level 5 scepter giving 5 spell power even though it’s a 4LP transferred legendary with a good unique base and a t7 exalt backing it up. Or another example would be to make a 3-4LP good chest unique into a legendary but lose out on 545 base armor from a Dawn Plate. It feels like it simply kills what could’ve been a cool potential build option, as even low-level legendaries have quite powerful and good effects - …When they’re made into legendaries of course.

UI: Minor suggestion is to be able to click an ability and see its specific statistics such as crit rate, crit modifier, base damage, what multipliers and extra damage is added etc. Currently, you only see DPS and Alt only gives you the attribute scaling, some ability specific information and potential spell damage scaling. This would give you a lot more info about what stats you need without having to do mental gymnastics to remember all the skill points, passives, interplay skill points that might be specific to a certain ability and thus don’t show up in your character sheet.

Mobs: The mob density feels quite lacking throughout the game. It’s not an issue of wanting every pixel to be filled with mobs, but more that you can run for a good 3-5 seconds and not find anything opposing you, or sometimes 1-3 spiders or a single skeleton. This kind of gets annoying in monoliths as you sort of want to “farm mobs” to utilize the drop/exp bonuses to drop items and exp, but doing so feels quite lackluster as there are not enough mobs around.
Mobs2: Some specific enemies of the same “rarities” are vastly superior or inferior to each other in terms of power level. I love the scarabs and big crabby boys as they look huge and scary but die immediately, whereas e.g. the sandstorm gorgons can pose an actual threat comparatively. This might be due to damage over time abilities dealing WAY more damage since it goes straight through armor. An example here is that I could comfortably stand in whatever big boss AoE (CONSECUTIVELY) that I want, but if Heorot charges away when he has the snowstorm ability up, my HP plummets immediately. My feelings on this are to increase damage from non-dot abilities and decrease dot abilities (or simply let armor reduce dot)

Minor bugs:
Elevation changes often interfere with abilities, and in one area that I know of, projectiles disappear completely both for enemies and friendlies. Things like a movement skill being interrupted, missiles not hitting enemies, etc.
Holding down the cursor and moving it very closely behind your character will make it run in place, slide around the floor and even stutter the running animation 30 times in a second.
Some areas don’t have their minimaps working correctly. Champions’ Gate, one monolith arena area.
Multiplayer gets quite laggy.

I believe that covers a lot of what I’ve experienced in the game, hope something I’ve learned helps.

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