General feedback and suggestions after about /60h played

Hi, first of all, a huge thank you for creating this amazing game. I cannot wait for 1.0.

Here are some of my struggles and areas for possible improvements:

  1. Dungeons:
    a) I really enjoy the dungeon mechanics and bosses, but the route to them is not very enjoyable. There is a lot of backtracking, barriers everywhere, and monsters don’t feel rewarding to kill (except for the Soulfire Bastion).
    b) Doors feel awful (specially on HC). When you don’t like the first choice, you have to run and find the second one, only to realize the first one wasn’t that bad and then run all the way back to it. My suggestion: take inspiration from games like Hades, where the doors are next to each other, or just have one door with several selections of mods for the next level.

  2. Monos scaling:
    Difficulty scaling in empowered monos feels really bad. Most of the difficulty comes from the mods, which makes the gameplay about cherry-picking the mods. Especially on HC, you only want to pick defenses for monsters because the offensive mods are too dangerous, which makes the monoliths take forever. I don’t have the right solution to this, but maybe having the difficulty scale mainly based on the corruption level would help. The mods felt much better in unempowered monos where the numbers were lower (e.g., 30% more damage instead of 100% more damage) - you could plan much better around this.

  3. QoL improvements
    a) The player health bar could have a higher z-index to always be on top. When I am using it, I only look at this for tracking my HP. But then when I fight in larger packs or against huge monsters, they hide my HP bar, and I have to suddenly look elsewhere. I almost died multiple times because of this.
    b) I really like the loot filter, but it would be great if we had some nested rules or global rules we could apply to other rules for easier management and updating.

Cannot wait for the 1.0 release. Hopefully some of these things will get change in the future.

Cannot wait for future cycles and end game improvements!

Thank you, Marru

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This is going to be changed. Mike already said they reworked monos so that corruption level becomes the real dificulty variable, rather than the mods on echoes.

Health bars are very clunky right now, especially when you have minions as well. Will eventually be fixed, hopefully at 1.0.

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Reworked with zero public testing? Sounds fantastic.

All of the 1.0 stuff was tested throughly, just not public. Warlock/falconer/factions were also not publicly tested. That doesn’t meant it wasn’t tested at all.

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No, just not your public testing.

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That’s exactly what it means. Especially since this game is extremely buggy.

No, it doesn’t mean that. In fact, the new features were thoroughly tested. Just not by you or me. Community testing on the new features started as early as last November.

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It means you play a build that is months if not a year old. It means for example CT’s using their spare time to hunt for bugs and give feedback. It means the devs are playing and looking into theri game. It menas that most likely some QA is in place looking into stuff… and so on and so forth.

On the other hand… “ThEm LaGoN nO FiX fOr YeArS!”

The game is tested and most likely in better and more ways then other games BUT it will most likely have bugs and issues non the less because small scaling testing vs 1mill people want to play at the same time is always a bit different.

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