My feedback about the game and why i stop playing it for now

Hi all, here just to try to provide a feedback to EHG, and try to help them at least for my prospective, and from a point of view of a player that play quite a lot ARPG, but isn’t even a veteran player, i will say a middle way between a informate casual and a hardcore player.

I’m going to divide this in mostly two section, the technical problems, and the gameplay/structure of the game problems, at least for me.

Technical problems

  1. the gamepad feeling after all the years of EA and almost half of a year of release, is still really bad, especially the autoaiming system, that impact all the long ranged build, that are often aiming at the wrong target, and you need to play close range to actually hit what you want, if the system will remain the same even when the game will release on console, we have a huge problem, a suggestion, if there is no way to make the autoaiming system better, remove it, or let the player choose if use if or not, at now is a pain in the ass.

  2. this is a common issue, but the stability of the game is a problem, after spending some hours in the game the performance go down drastically.

  3. the graphic impact, in some part seems good, and especially if you look the game from a certain distance, it seems also beautiful, but when you are closest to the screen, nothing crazy, but as a simply PC gamer, you can see all the graphic issue, as really bad animations, low poly texture, element of the environment that seems come from a different game era, and a lot of diversity in visual graphic between some skills, some of them seems really old, and not even from a game of the 20th century.

  4. the cutscene, i know that EHG is a small team, even if is a team of almost 100 people, if not more at this point, is not that small, but all the cutscene of the campain are really bad, and really keep distant all the casual player that could enjoy at first the game for the campaign experience, that is underwalming in general, but this probably is a problem related to another problem i will discusse in the next point.

gameplay/structure of the game problems

  1. let’s say it quickly, the campaign not beeing skippable, this probably force the dev to not invest in it in the spectacularity with impressive cutscene, actually action performance, etc…, because will be a waste of resource for a type of content that will be rushed everytime, and ofter also hated because you need to do it hundreds of times.
    This problem is probably what lead many player to quit the game after one character, if they actually have the patience to reach at least the endgame with one.

  2. the defensive layer, especially the elemental resistences, maybe is only my perceptive, but i think that a basic defensive layer as the elemental resiscente should be something archivable in a confortable way when you reach the endgame, but at now i find it more frustrating compared to build a lot of ward, or even a lot of HP, you build stricted in them, but with the elemental resistences you need to solve a puzzle, a puzzle that can be destroyed everytime you try to change a piece of gear, and this lead to another problem, the fact that you are discouraged to change something to not break all you resistences, couse you need to change like other 2 pieces of gears, and at some point in the game, not even that far, this is going to be really difficult.

  3. related to the previous point, if you don’t follow strict a guide build, something that i never do, thinking that i’m smart enough to make my own builds, the margine of error is to low, or i should say, the margine to change some stats on your gears, and as previously said, change something at some point is really time demanding, and force you to change also other piece of gears that you maybe have hardly find and succesfully crafted after dozen of fails, and so, even more time to spend for a little improvement, in a point of the game when you are not even close to have BiS gears.

  4. balance of the game, and i’m not directly pointing at the different builds, that for sure are really unbalanced and lead in some problems, but these problem are assisted by the same devs, the difference in power that you need to build a succesfull build from 1.0 and 1.1 is drastically increase, the devs said that are aiming for a 300 corruption goal, and they even make the abborrath run set with that mark as end of the journey, but sadly, if you are not aiming for a boss battle of 20 mins, after a lot of failed try, where you need to avoid almost all the attack of the boss, by the way maybe some effect on the entire screen can be tuned a bit down, a build that reach barely the 300 corruption mark is not what you need to have, especially when you need to farm this boss to it’s unique loot, if was a challenge on it’s own that don’t drop anything, or anything that you can’t find in other ways, will be totally fine, in that way you can make him even stronger, but if you give him the purpose of hunt for it’s loot, obviously a lot of people are going to play the most broken builds of the game.

  5. And so, to end, connected to the previous point, we need a real endgame activity, at now the closest thing to it it’s the endless corruption, but at now after a couple of cycle it’s already become too boring, and the dungeons of the game, as said before, beeing a farmable thing, are to tedious to be a things that you could do endless, they are not build for that anyway, they are already boring to provide their own task, and they are another component that often blocks the players journey.

1.) Yes, it definitely needs a ton more work, but it’s also better then the competitors in some areas, also… the targeting.
While it targets the wrong things it at least targets something properly at all. Which for example with ‘Mana Strike’ is quite a nice thing as it goes to auto-target the respective enemies.
What’s fairly bad on the other hand is targeting ‘where they were’ rather then dynamically adjusting for trajectory, which makes the whole system a mess… and should be implemented as a basic.

3.) Graphic’s more then fine. It’s expensive, it takes a boatload of time, it’s a small studio and it’s really really low priority for this genre. Nice to have, last to change.

4.) Yes, they’re a buggy pile of garbage currently. Tabbing out breaks them completely, messed up sound, inability to skip them (or it’s not properly displayed, because I couldn’t see any way to do it despite definitely trying) and so on.

1.) Major parts can be skipped, and are skipped by your second character quite often.
The campaign existing is no issue at all, the annoyances for re-doing the backtracking and clicking through dialogue repeatedly though can be.

2.) It is achievable, so likely a ‘you’ thing perception wise. Emphasis is lower then in other games for it though, so no need to cap it entirely, it’s more then good to do so though.

3.) Making ‘your own build’ in LE is piss-easy, the only game where you can screw it up less is D3… and by now probably D4 since they revised their gear.
By the time you’re nearing empowered monoliths you should have a inkling of what you want to actually play and be able to stick with it.

4.) No need to talk about balance. Talking about imaginary dream castles is not very good… hence… it doesn’t exist, balancing is not good in LE. The 1.0 to 1.1 shift was very important though to create a baseline. The first step of many to bring the game to a proper place… even if it looks worse then before since less builds seem powerful. Long-term good, short-term it sucks.

5.) Corruption as a end-game goal sucks, yes. It has very little meaning to ‘push’ for higher numbers. We need ‘actual content’ that takes time to achieve. And not by the means of ‘do this stuff a bazillion times to get access’ but in terms of actually needing a specific power level of your character so you have a chance to even handle it.

But… that comes also back to balance, can’t implement something properly like this if it’s all over the place.

for the point 1) yes, but maybe i was not 100% clear, i’m not referring at the innate autoaiming system of some skills, as also the fireball with the perk that seek target, i was almost forced to played it couse otherwise was almost unplayable, but i don’t know if you have played with a controller a marksman build, especially a pure dethonating arrow build without the traps, when you need to aim precicly for a target, or a spot, well, good luck, often you hit the closest enemies even if you are aiming in a completly different direction, or even worst the shot goes to a part on the destructible environment…

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Only the Jhelkor’s Variant, so melee with daggers.

I can say that has a whole other problem… like hitting behind the enemy since the hitboxes are really badly done for controller + melee range daggers.

But yeah, as said, tons and tons of fixes for the controller needed, overall actually.

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