The Temple of Lagon
These areas look beautiful and I love the theme and music and enemies. Good difficulty, perfect enemy density. But on the other hand playing through those areas is so stressful for the eyes. I’ve identified multiple issues regarding this:
- Some of the higher walls are not completely hidden when walking behind them. They flicker in and out of view and when I’m standing in the wrong spot, I don’t see anything.
- The effects of the enemy spells are visually overtuned. By a lot. They are all very large and very bright. If I’m in a room with a few sirens, those big ground-slamming guys and pillars, sometimes the whole screen is just white from their spell effects. I don’t see enemies behind this whiteness, nor my minions or their health bars or the area I have to navigate while dodging all that stuff. Gameplay wise I’m not complaining. It’s nice to have something to dodge, but visually this is just far too much.
- What adds to that visual stressfulness of the areas is the loot on the ground which drops plenty (good!) but cannot be hidden by any means. PLEASE add a basic, quality-based loot filter and a button to toggle/hold show all items on the ground.
- The areas are hard to navigate. If there’s so much stuff to dodge I need to clearly see where I can walk and where I can’t. Currently this is often not very clear, I can’t count how many times I tried to move behind a pillar or between some stuff on the ground but couldn’t. Either improve the traversable areas or make them visually clearer.
- The areas are long and not very interesting. Their size is ok, I like exploring large areas. But there’s not much to explore, they look the same everywhere and there’s not a single loot chest to find (yes I fully cleared all the areas multiple times). E.g. that one room with the 4 entrances guarded by Lagons vines has so much potential. Why not spawn a chest in the middle or have some little event after you’ve cleared all 4 entrances?
Performance
In the earlier stages it’s mostly fine for me now. Overall there are not stutters anymore, which helps with the perceived fluidity (I had this problem when I played last time about half a year ago). In the later areas the performance gets progressively worse though. Still no stuttering, but the framerate is just bad, and with that I mean sub 30 on a Ryzen 7 3700x, 32GB RAM, 1080ti.
Minimap Zoom
Yes there is a zoom slider for it. That’s great! But it’s not enough. The map is there to get an overview of the whole map, where I am and (for me personally) where unexplored areas are. As long as I cannot zoom out so far to see the whole map at one, it’s not enough. I don’t care about all the little structural details in the walls or whatever, the only thing that counts is the overview.
Map persistance
When travelling forth and back between areas, explored map parts are either broken (earlier areas) or completely gone (most later areas). There should be some persistence of map exploration and enemies killed as long as I don’t restart the game or game session. Basically as it works in every other ARPG. I’m sure this has been said a million times and I’m sure it’s somewhere on your todo list, but I still have to say it because it’s one of the little things that still make the game feel so unfinished to me, despite everything else.