This patch in general is really good - the new zones look nice, the procedural generation is wonderful, the endgame is full of stuff to do and plan out, new systems work together excellently etc.
But holy hell did powercreep kick in - it is literally impossible to die starting from around the end of act 1.
It isn’t a hyperbole to say that even Lagon can be facetanked while watching something on a second monitor - minor white mobs do nothing and pose no threat, exiled mages are just walking HP sacks that can’t kill you, bosses do these slow, multi-second telegraphed attacks that do like 100 damage to an 800HP 50% armor sentinel that regens life like crazy…
It all makes the game feel like a cheap dopamine rush in the beginning and honestly I feel like the game doesn’t respect the players intelligence at this moment (in the campaign and early monos) - there’s all these skill and passive trees, gear crafting, telegraphs on the ground for attacks… only for the “gods” in the lore to not be able to kill a single dude who stands inside their attacks.
I know you guys at EHG don’t want the campaign to be a grueling test of skill, but come on the game needs to be balanced in order for it to be fun - there’s nothing fun about watchin something on a second monitor for hours on end just because the game is so braindead easy.
A lot of monsters need HP and damage adjustments, older bosses need their damage, HP, attack and spell speeds increased, rare monsters in general need to be beefed up (imho a rare monster should take anywhere from 5 to 10ish seconds to kill on a well built character in the campaign and its attacks should do noticeable but not overbearing damage) and character defences and offence needs to be looked at early game (alongside many forms of HP/ward renewal like Healing Hands for example) - there literally isn’t a difficulty curve at this moment in the game because the game doesn’t have difficulty until empowered monos.
Not every campaign boss has to be at uber endgame boss difficulty, but it needs to at least be able to kill players that actually get hit by attacks.
What’s the point of even designing a campaign where (allegedly) there are these old gods and eldritch horrors of the Void coming to kill everyone and the stakes are massive… when in reality these enemies can’t even kill my character while I go pet my cat for 15 seconds during a boss fight.
This much lack of care for a part of the game - no matter how small of a part the campaign plays, it’s still a part of the game, and a first impression part of the game at that! - is weird coming from a game with so much QoL and understanding of its players.
I know it’s popular for ARPG players to say “duh campaign is the tutorial”, but currently the “tutorial” basically teaches the player to ignore these wonderful telegraphs and attack animations of enemies and bosses and to just hold down left mouse button from the beginning of zones to the end and get rewarded for free - so it sucks as a tutorial atm because it teaches absolutely nothing.