First of all: great work. Love the style, gameplay, story.
Wanted to share some of my thoughts in my way up to lvl 63 now, that could possibly improve the pacing and enjoyment:
Summon companions at log-in. With 6 wolves in my build it takes almost a minute to summon them all. Very tedious and not necessary. I get the idea for combat that with a very low cooldown, or summon all at once, some abuse could be found. But maybe allow for this in a rest area or town and maintain a cooldown in combat / battle area.
Enemy balancing. There are some CRAZY DMG enemies out there:
- Lightning turret. These off-screen with high damage, even with resistance cap reached. Damage seems disproportional with rest of the monolith encounters.
- Osprix Lightmage. The rune is nice as warning… But the timer is crazy tight, especially taking in account the attack animations + reaction time. Also the range at which they can cast is crazy.
- Item filers: Glad some item filters are included. Though this still seems a bit tedious. In PoE it works for the average Joe due to NeverSink filters and such. So far haven’t found really great community supported and updated filters. Also with the vast amount of affixes it is a work on its own.
- Item/stat value: requires the Forge to see the Tier of an affix? This kind of kills all the pace. Especially for new players or with a new build looking for different affixes.
Also the effect of ‘upgrades’ on performance is really hard to determine. Things as health and mana are visible. Though attack numbers are as well, upgrading gear seems less impactful than the increase in monster strength/health in monolith affixes.
Arena: Really like the idea of endless waves of increasing difficulty. However mob types can really unbalance things. Some wave 25 can be much more difficult to survive than a wave 50 with easy mobs.
Also the rewards seem very underwhelming. The barrels after 5 waves generally give more loot than a chest after wave 50. Maybe remove all loot altogether and give it at the end (Diablo III Greater rift style)
Monolith length: There seems to be a very large discrepancy in the monolith encounter lengths. Some maps seem to go on forever and ever while others have the end target already visible on the map from the start.
Keep up the great work. Really fun game. Would recommend.