I played this game for first time. Joined MG, leveled my Void Knight to 100 and killed Aberroth.
Good:
- great story idea
- clear descriptions in tooltips!
- assembling the build was fun, I liked the gear progression
Bosses:
- they are great at highest difficulty when first approached: had to learn their abilities
- they become too easy, there should be another level of difficulty
- Aberroth at level 100 was too easy; I did a few tries after finished harbingers, then at level 100 killed him 1st try
Dungeons:
- I understand they are legacy now, only bossrush is actual
- running random labyrinth with mobs was unfun: labyrinths are okay in exploration mode; on farm they become boring and irritating
- either mobs in the dungeons should give more reward or the labyrinths cut in size
- bosses are solidly made, but there should be higher tier for further progression and rewards after character reached level 100
Monolith:
- corruption progression is fine, but better to put another reminder that player can use the glyph to progress faster
- Shade of Orobyss - good idea of minibosses; most of them were too easy though, some of them were okay
- Shade of Orobyss suggestion: each of them should have a subset of abilities of the final boss, the abilities should be at full power, so the player has to learn them, give framework to make the player skill better so he comes to the main boss prepared, make the main boss of the game harder
- different
Aberroth:
- this boss should be just a start of the endgame
- there should be several bosses like him, more difficult
- ideally several new bosses each cycle (like a WoW raid)
Arena:
- after level 100 I went to arena; I guess not many people play arena, in my 1st attempt got #10 of Sentinel and #3 Void Knight
- Good: most of the arenas have layout that allow special tactics to utilize the terrain, like in good pvp games: endgame pve should be like that also! (instead of boring labirynths)
- I did 2 attempts only; in the both attempt died from the same mob: snake that casts poison cyclone - so the randomness decides my place
- Suggestion: remove randomness in mobs; if you want snakes to be difficult - okay, but make something like that: small easy mobs → small mobs with a champion mob → bigger tanky mobs → normal mobs with a snake → normal mobs with 3 snakes → combo tanky mobs with 3 snakes → … repeat at higher difficulty, maybe include bosses
- after failing, the key should start a new arena with top level-20, otherwise takes to much time and it’s too boring to climb again
- add new faction for Arena players, give reward such as cosmetics (temporary 1 month) for monthly top 3 / top 10 / top 50
- make weekly ladders with item rewards (such as “random weapon with a T7 prefix”)
- maybe an idea for another game mode: vault with random very good items, player have to protect the vault against mobs
Now to the bad part.
Merchant League:
- I got to this game because was curious about the trades with instant buyouts
- it was total disappointment, the clunkyness is much worse than poe trading, despite the auto buyouts
- I have read the developer blog about trading: I understand the reasoning, but if you think trading makes the game experience worse, then please do not add trading at all
- doing so you degrade the feel of the game
- compare two things: 1) clunky trade UI 2) gold dupe - they are equal, they both make you meet your goal: discourage trading (for players who don’t buy gold), and they both make players disappointed
- so clunky trade is as bad as gold dupe from my point of view
- ML is a trap for newbs like me: new players should start without trading, because picking up items, sorting items, selling them take enormous amount of time, I’ve got a bit better at sorting items, but still picking up too much trash items
- the loot filter is only suitable for solo play, there is no good loot filter for trading
Poor performances: game skipping frames in sanctum dungeon almost always, and in arena very often.
Combo of colors/texture: some of them make my eyes hurt in the endgame, when need to watch out constantly