Hello everybody,
I would like to give you a short feedback on my experience so far. I hope it helps!
I’ve played about 15 hours so far and I play a level 62 beastmaster. The goal of my build is to have so many different companions at the same time that they buffed each other as much as possible. Through the Frenzy Totem, the abilities of all companions are twice useable and at the same time the opponent is weakened accordingly.
What I like:
- The GameGuide is particularly helpful
- I like the crafting system
- The structure of the loot filter is intuitive
- The game is in very good condition and plays smoothly
I would like to give you the following suggestions:
Quality of Life
- Inventory: Toggle button for “Auto” store crafting items
- Inventory: Insert a search button
- GameGuide: Add an example of how your Damage Taken calculation works exactly (Armor, Dodge, Restistances)
- GameGuide: “Tips” from the loading screen can also be documented here.
- CharacterScreen: Indication of the current area penetration, possibly even the current “Resistance” (Resistance - Penetration) to be displayed.
- Stash: Move existing registers
Problems with Beastmaster:
- I can’t see how much DPS a single Companion is doing. There is no indication of the base damage or any other comparative value.
- Sabertooth: When you skill Heavy Paws, I have the problem that the Flurry Swiper ability is executed immediately, even if there are no enemies in the vicinity. I would have expected that FLurry Swipes would only be executed when an opponent is in range.
- Spriggan: When activating Rejuventaing Wind, I would like the Spriggan to run within range of my character.
- CharacterScreen: In the “Minions” tab there is no indication of Chance to Posion, Ignite or Bleed.
General:
- In the structure of the item information, the implicit loses its perception, it seems a bit “far away” from the prefix / suffix - I always found it difficult to compare new items with my current equipment. It is relatively difficult to see whether I am actually improving with my equipment (maybe also because the individual companions do not have a DPS display)
- For new players it could be confusing that you are adding armour and physical resistance as defensive mechanics in the game. Armour is conceptually the wrong word here because, in my opinion, armour is always associated with physical resistance. That armour also protects against all resistance and also again up to 50% on physical resistance is not immediately understandable. Maybe the word “armour” could be renamed toughness.
Ideas:
- Forge: I would like to see a greater focus on the forge. As an essential part of the game, the forge should be more involved in the story. In my opinion, the forge should not be fully unlocked immediately at the beginning of the game. The forge should develop accordingly with the campaign.
- Forge: I would also like to be able to improve the forge in the endgame with,for example, gold or any kind of blessings. Perhaps yor implement a kind of skill tree that enables the forge to be expanded in different ways.
- In general, I love systems in which you can expand other areas apart from your personal character development, such as your blessing system. I think it’s important that players can see and achieve smaller milestones, although it doesn’t necessarily contribute directly to character development.
stay safe and healthy
MuhKuh