Feedback from a New Player

Just two weeks ago, I was looking at my wife, saying “I wish there was an ARPG that was less complicated than PoE, but not as simplistic as D3.” One Google search and 50 hours later, I love this game. So, above anything else, kudos to the devs for making a game that’s so compelling even in beta state.

With that in mind, I wanted to give some feedback, with a focus on things I haven’t seen others talk about. This got kind of long as I started putting in lots of really small QoL suggestions I haven’t seen mentioned. I know they are lower priority than MP, trading, performance, etc, but wanted to put them on the devs radar, because they’d be great to have (and might even be easy to implement quickly!)

The Good

  • I feel like I can actually make my own build and make it through the campaign, unlike PoE.
  • Bosses are incredible for an ARPG. 10/10. Give me more.
  • The environment designs are also fantastic for an ARPG. So much brood and gloom in PoE and Diablo. The diverse landscapes in LE are a breath of fresh air, especially towards the end of the game.
  • Crafting. Love being able to fill in gaps in gear semi-reliably, even if it’s probably not going to be BiS.

Suggestions

  • Gearing up feels… underwhelming? Maybe it’s because I’m still new, but it feels like loot that drops is rarely what I end up using until I get to the point of using T6+ affixes regularly. Before that, I found myself spending a lot of time in a loop where I gamble for a usable base -> craft and hope for no damage -> repeat until I am able to craft up to decent tier. Would prefer to see some system that would encourage using loot more. Encouraging you to loot for gear is one of the few things I think D3 does exceptionally well.
  • Make gear that I am crafting on return to my character / inventory when I close the crafting window! I died once because I was crafting on my belt and didn’t realize it was still on the bench, so I didn’t have any potions. Just in general a weird interaction.
  • Either close open windows when I talk to an NPC or when I open a new window. Example: If I’m crafting and then open a shop, close the crafting window automatically.
  • Pathing is really weird around some edges. I’ve had a bunch of times where I’d click on the portal to exit a zone with my character seemingly right next to it and they’d just… stand there. No movement, no leaving the zone, just… standing there.
  • I’d really like to see a way to increase the difficulty of MoF more quickly. Going back and doing the level 55 timeline when I’m level 80 could be fun, but it feels too easy. In order to make it more difficult, you need to complete lots of runs to build up the modifiers. Would be great to add more modifiers from the beginning.
  • Similar thing for arena. Running the first 20 waves every time is tedious and I assume more annoying the higher you get. You could do something like have a checkpoint based on your last arena run. E.g. if you make it to wave 200, your next run starts at wave 100.
  • Relatedly, maybe add some entropy/pseudo-RNG for drawing the objectives in MoF… Getting my 10th forge cleanse in a row is only so exciting.
  • Respeccing passives is clunky. I’d much prefer to see a system where you enter “respeccing mode” and can click multiple times to remove multiple points quickly. Currently, you have to confirm every single time, which is tedious when you’re potentially doing that 100 times.
  • Dashes / blinks feel really inconsistent when it comes to bypassing terrain. It seems like the devs made it so some terrain can’t be blinked over, presumably to avoid the problem D2 had with teleport sorcs bypassing obstacles altogether. In theory, I don’t mind this. However, what terrain can be bypassed by blinks needs to be clearer.
  • Please put a waypoint in front of Lagon. Having to fight my way back from the prior waypoint because I had to go farm some gear was very annoying.
  • Let me buy potions in the shop! Having to go farm them because I died to a boss with 0 remaining is super annoying.
  • Some of the brighter lit areas, especially the desert and divine era zones, can make it difficult to discern certain enemy abilities. Would love to see the visual clarity improved.
  • Provide some more structure to shop inventories, so I can find things more quickly. Super simple example: move Runes of Shattering to always be in the bottom right of the shop so I can immediately see if there are any.

Some of these might be just me not knowing about something as a new player and I’d love to hear about it if so. Otherwise, keep up the great work! I’m loving this game and have to force myself to stop playing so I don’t burn out before the complete package launches.

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For your Suggestions:
#3 and #4 - I agree, although #4 has been brought up at least once already.
#5 (monolith difficulty) - has been brought up multiple times already also so this will probably get some love.
#8 - Totally agree with the respec of the passives, it does need some work.
#9 - I believe this is connected to #4 (pathing) and agree it needs to be looked at.
#11 - I disagree with this one as potions drop quite frequent enough and I’ve never had trouble keeping a full belt.
#12 - I agree that some of the areas are a bit bright to see during fights, but some areas are also a little too dark especially through the campaign.

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Great feedback.

Just wanna point out some stuff you mentioned.

The actual loot that you get from killing enemies is so much better since 0.8. That i would say it is in a very good spot.
The only thing that is still a bit lacking or not excitign enough are exalted affixes and not being able to reroll implicts.

But generally the “hunt” for loot is very good imo.
Especially if you run high MoF echoes.

While the gambler is still very strong, sicne 0.8 i don’t feel like NOT using the gambler is a disadvantage.

There are empowered versions of monolith timelines, in case you don’t know.
This makes it a bit more engaging when repeating the lvl 55, 68 and 80 timeline.

But i agree that the replayability of MoF could be improved.
There already were plenty of threads about how to improve MoF further. Since i think the fundamental system is really good.

There is a golden Arena Keys that can drop, which lets you start at wave 80

This is probalby due to the low amount of varied objectives overall.
I hope we see alot more variety for objectives and enemy modifers in MoF soon.

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