I ran from Chapter 4 through end of Chapter 9 on a Paladin today, speccing into lightning Javelin. Some of my general impressions:
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New enemy types and boss fights: YES, I love seeing so many cool new enemies. An ARPG could never have enough enemies. If you expand the game for years to come, please keep people hired to design new enemies along the way. Yes yes yes!
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The illumination of enemies makes them stand out better than before, without making them comic-y like Diablo 3. I think this game currently has the best clarity in environment, enemy, skill telegraphs and overall combined immersion fantasy of D3, GD, POE, Wolcen.
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I’m loving the story.
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I appreciated the detailed patch notes and philosophy.
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Controller support: I like the strides here. I sense multiplayer controller support and targeting allies is a sticking point as of now – example, Rip Blood modified to cast on minions only is still a mess.
Sentinel Paladin LightningJava Fantasy
I’m speaking to getting TO endgame and some impressions of how fun it may be in echos and arenas.
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Love the overall javelin fantasy and the lightning conversions.
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Hitbox of javelin feels laughably small as baseline considering it’s such an intimidating animation.
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It feels like there are big lulls in the middle and late Paladin passive tree for impactful DPS for lightning. Feels different than the other classes I’ve played like Sorceror, Necromancer.
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I started off with Throwing Damage and Mana Reduction affixes, and beelined for Divine fury for those sweet chaining javelins. Wow the mana cost is punishing especially if you invest extra points!! Brutal. I think this will feel even worse on arena wave clear compared to other uncapped classes. Basically… I feel like I’m speccing into a mode that is weaker in sustain for single target, or not able to wave clear enemies. Compared to more robust skills available to other classes, this feels awkward.
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Synergizing other abilities with Javelin feels clunky. Sigils of Hope has juicy benefits, but no matter how I tried to spec it, I felt it was clunky to cast, or too mana-expensive (very punishing to javelin customization). I wish I had a movement ability that didn’t depend on an enemy (Volatile Reversal doesn’t count), that way I could stay at range easier sometimes. I hate how Smite is tempting in being useful but is a spell and scales with Attunement. Holy Aura is just right, though – fair? mana expenditure and insta-cast.
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I felt like I deserved a PhD finally understanding how to build damage for javelin.