hey guys and ofc Dev!
my name is Noy im fairly new to this game but been playing Arpg for years! i love this game alot and i thought id spend abit from my time to post here a very honest feedback! this might be long so thanks for reading !
now this is a feedback and its not only the bad or good… ill try to have both in but i think its natural that it will be focused more on where the game /dev can improve (in my opinion atleast) im sure not everyone will agree with me but im also sure some would agree !
so first … ill say the game is really fun so awesome job already… i think the whole concept is amazing ! so thanks alot for the effort and making the game . now in order to not make it way too long ill jump right into where i think the game can and perhaps should improve !
1: alot of information is missing for tooltip/skill info and stats ! for example its clear that many skills have different attack speed as base and their scaling of attck speed is different but its not mentioned on the skill… as in what is the base attack per second of the skill. and since there is no skill individual tool tip its very hard to test/check how and if stuff work and scale and impossible to calc and really make build based on fact but right now its more… it seems fine it should be good… but there are no actual numbers. for example i think the skill info when using alt should give alot more information like attack speed multiplier / scaling along side the damage effectiveness.
and for skill tooltip it should really include all the final stats on the skill after all points/items its dps chance to shock/poison/ignite etc … its dps on each allieement effectiveness of these… how many attacks per second skill has after all attack speed… how many projectiles or hit each cast cause… special effects and ofc how the damage types are split… lets say its attack and you have both flat phys flat fire and flat void that the tool tip will say how much void damage it does how much phys and how much fire .,.
2: description / wording of some skills / passive points could be made abit more accurate and clear… overall i think you are doing great but there are some stuff that need some touching… ill give a couple simple examples… marksman Cinderstrike kinda makes you wonder atfirst how it scale how much fire? how much phys you get to know it later from a tool people made but it should be stated on skill.
another one and big one is… marksman detonate arrow skill tree… theres a point that says “doesnt not work if detonate arrow damage is converted” and theres scorpion arrow which says “no longer convert bow damage to lightning” when you see this there shouldnt be problem becuase you are not converting the damage yet they dont work… so i think maybe would be better to write " does not work if the shock effect is converted to another alliement" ?
or poison pool from acid flast doesnt say that it apply frailty yet it does.
and so on
3: would be really nice and useful to see the stacks of effects on monsters/bosses or have the option to see them toggle them on off… all together or individual?
4: Im after playing quite a few hours in last days and unlocking more stuff it start to feel like the power from passive tree is somewhat tiny and underwhelming compared to items.
especially defensive stats on the passive tree… like all the numbers are very small like 4/6/8 HP on passive points and then items gives huge amount of HP it makes these points on tree kinda meh … or when you see block/glancing blow / dodge points on passive tree they are just underwhelming… they look fairly good and balanced at first when items gives very little but then… later on when you gear up thse 2% or 10 dodge per point seems to be reallly nothing since items gives so much… and it narrow the choice you have in builds becuase the offensive stats on passive tree are scaling way better later in most cases…
i suggest looking again into the main passive trees especially on defensive stats value and on items and maybe take down abit of the power from items in order to buff abit the passive tree it would also make items less powerful and minimize the gap.
you can even consider some different approach like make these defensive stats give more the more you invest into these nods but lock certain tier/lvls of the nods behind certain char lvl… or even different approach maybe consider make some of these stats on passive tree scale per x lvls… like 10 dodge per 5-10 lvls and so on… and 4 HP per 10 lvls… etc etc
but as of now it feels like 60% of the power comes from items 30% from skill tree and only like 10% from the main passive tree honestly with the little choice there is it feels like theres barely any different in power whatever you do with the tree and what choice you make.
5: if we are speaking about items… i think you are repeating the same mistake poe did with items and drop… . there are far too many rare items dropping and only like 0.0001% of them are good to pick up and use … thats how it feels… atleast earlier … yes theres loot filter but thats also performance wise and wht not and theres no real benefit to drop tons of items that the players dont even want to see consider making less items drop and that they are more likely to drop with better tiers.
6: since i mentioned performance while its not “bad” and we can keep decent fps the game still at early stage and the game isnt very zoomy or packed with mobs and stuff yet and we can already see some performance drops in some maps/eras also… to make it shorter ill add it here… some skills and often bow skills can feel abit clunky not smooth and aiming id say is far from accurate small movements with mice and its like the angle doesnt chance but then it just make jump and move too much many bow skills feels bad due to that .
7: if we touch smoothness. game overall fairly smooth and very enjoyable combat… but… some objects makes your char completely stop walking and get stuck even if it is just a tiny brick that you normally walk on… some places and floors makes your char kinda stop and walk in place and then continue walking … it really really ruin the feeling of smoothness…
in some maps where there are some woods on flor or broken breaks and anything it can make combat there really unpleasent with your char stopping movements constantly try fix these and if its too hard maybe consider removing these decoration objects from some eras or paths where we normally walk/fight.
another comfort issue is way points and the time portals
the way points i cant even count how many times the portal and traveling map opened to me accidently while in combat and fighting… i think its a big issue the hit box is way too big the way point is in the middle of combat eras it open a window that take all your screen and prevent actions try maybe consider a key to talk to the way point like space bar… or shrink its hitbox to something small / allow any key to close that window or make that window close immediatly when you take any damage
the time travel portal… first it has way too long traveling time through the portal making it shorter would be nice already… but also monsters can attack you while you are inside the portal and this should be fixed ^^
and lastly stun/hard cc : i think that theres abit too much of stun and hard cc… mainly stun i think stun is too strong coming from monsters and coming from players… you really should consider to reduce the chance to stun / reduce stun duration or atleast add passive to every class in its passive tree to deal with stun in different ways… for some classes like rouge chance to avoid stun perhpas passives. and for mage or other classes reduce stun duration passives… so that if someone willing to spend points to soften the effect of stun on him for more smoothness he can do that ^^
that would be all sorry it was so long and thank you everyone who actually took the time to real all this and keep up the good work… amazing game!
Edit : theres seems to be an issue that moving and attacking rapidly causes attacks to not activate sometimes… especially classes that move alot and attack kite… like bow skills constnatly moving back or forward or sides with left click then into > right click to activate skills (even if you bind skill not on right click but lets say R still same) causes attacks to not happen
also in regard to description another example is silver shroud dodge the next attack before any dodge happen … so evven if you would;ve dodged the attack anyway you would waste the stack of silver shroud… i think this should be mentioned or changed . it kinda make it bad for dodge builds becuase they are most likely to dodge the next attack anyway
Edit : also please mention on skills what does “nearby” means… because nearby seems to be different radius for each skill and passive… so i think its important to either set a fix radius for it unless mentioned other wise or mention the radius in every skill/point instead of saying nearby which no one has a clue what is actualyl considered nearby ^^