I’m clocking in at 130 hours. Not nearly as many of some of you, sure, but I think that’s a decent clip of time that’s useful for judging how a game is going. Now, I’ve had fun, but there are a couple systems that slowly but surely made me want to play something else, so I figured I’d try to make myself useful and write up a thread before skipping out. Here’s to hoping some of my issues get addressed in further updates.
Things that Ground Away My Enthusiasm
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Monolith of Fate In-And-Out: Diablo 3’s Rifts are largely seamless affairs. You clear a level, go on to the next level, rinse and repeat until The Rift Guardian Has Found You, then you kill it and get a bunch of drops. MoF doesn’t do that. You clear a level, do an objective, back out, touch the rock, touch the chest, touch the web again, and then decide where to go. To be clear, the rewards for Monolith of Fate are definitely not good enough to justify this much fiddling with where you’re going next in the web. My fix would be setting universal rewards for clearing nodes from the map menu and make node progression more like Arena - clear a node, click a button, automatically move on to the next node. Tie node reward drops to the objective, not a rock and a box that you open after the fact.
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Not Exalted Enough: Even with my fairly generous loot filters, purple drops that get through are extremely rare. I don’t know if it’s because there’s no class weighting or if Exalteds aren’t dropping frequently enough or what the deal is, but progression slams into a wall at a certain point and that just sucks - especially when the Empowered Monoliths are where the real climb begins, and most builds aren’t really ready for Empowered Monoliths once you unlock them.
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Underpowered Crafting: Crafting could be an opportunity to make white and blue items matter. For some reason, it isn’t. “Oh but Kith, then you could get Best In Slot gear early on!” No, you couldn’t, because low-level gear is trash. A Forest Axe has +23 Melee Damage and a Bardiche has +130 on top of having +130~190% Bleed Chance. That’s not a competition. At worst, it would make the early and midgame easier for people who craft (these are not the parts where the game’s challenge is supposed to be unless difficulty modes get added) and make the endgame more tolerable while hunting for postgame gear because you’ve got stuff you actually want. If you want to put a reasonable limitation on it, section Sealing off into something you can only do to yellow drops instead of crafted yellows.
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Lack of Shard Auto-Gather Option: I read the topic about automatically gathering shards and saw the dev responding how it’s ~important~ to the people they’ve talked to to have something that ~matters~ to pick up mindlessly. The thing is, it’s also ~important~ to me that I don’t get interrupted every few seconds to click on something that I’m not going to inspect and doesn’t impact my inventory in any meaningful way because there’s a button that I can take an extra second to click to send all of it to the stash. If you’re going to leave manually picking up Shards, at least give us the option to do it automatically. It’s obviously something that the community wants, and if it’s an option, then you can have it both ways.
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Resistance Breakpoints: It sucks pretty bad that Resistances are just a value check to not take more damage at max level. I know that things were different in the Before Times, but throwing the baby out with the bathwater was not a good solution. Resistances need to matter in some way past the cap or they need to be removed because currently they have no real impact on gameplay or builds outside of punishing you for not having the right t’s crossed and i’s dotted.
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No way to date Heorot: Don’t lie to yourself, you know you would if the option was there.