Just my not objective opinion: the game is great, promises a great future if it stays on right path and listen to community needs. I like how it mixes some features of oldschool slashers and newer and original concepts:
- skill tree tree,
- simple crafting,
- class specializations,
- I like the diversity between character classes.
- Devs appear to hear the community voice and allow them to have some impact on game, for example creating unique items concepts
- rogue dual skills and few different build options (bow, melee, balista, throwing) instead of only “one right and best” in terms of clear speed and boss killing
- It’s 0.8 and still it feels less buggy than a released Wolcen game
- charms passive system
Still, if i may, i would like to suggest what could be better:
- any damage information about current used skill (currently there’s no way to check what are actual damage, crit chance or damage types of skill are) plus many current temporary modifiers are not reflected on character sheet. Plus i feel very confused if my current resistances, dodge, armor etc. are displayed for current area level(what level?) or base level 0. Often i don’t really know what is working with which skill or not and it’s hard to notice even when trying vs dummy.
- some of the skills and skill nodes are very lagging in terms of efficency compared to other “meta” builds
- some extra endgame mode would be cool, i like what Wolcen did with its ‘city management’, cool stuff (especially grinding for unlocking extra skill slot) and another layer of progression and reason to play; maybe as a DLC?
- i think the transform idea is cool, every character could get something like that, and transform could be built-in system (like Wolcen transforming to demigod after some demon kills), not a skill which basically limits our number of usable skills on bar
- cartonish cutscenes (like character intro) once in a while would be cool, between eras, locations or meaningful quests
- I feel like arena mode could get some twist on higher levels to make it more interesting, feels very repetetive
- I feel lack of meatgrinder locations where i can slaughter a ton of mobs (i’m aware that current optimization level of game won’t allow that, but thats another topic)
- still FPS needs to be worked on
- I don’t feel like after obtaining specialization we can still pick nodes from other ones
- Sound are overall good, but after playing few hours i feel like i hear same track over and over, I had a feeling that there are few at most, tracks per era and I wish they were maybe a few, hmm, more energetic and dynamic, less nostalgic
- UI could be scalable or somewhat customizable: right part of UI (minimap and foldable quests) is not necessary a good addition when playing arena and there’s a big disadvantage when monsters shoot you from below of screen due to UI plus perspective : they are shooting me and i can’t even see them
- Some skills proc’s are not impactful at all in late game (those which doesn’t scale with player skills plus they have a cooldowns plus damage type different than skill which proc them)
- Class specific charms only affects very few skills (i’m talking about “+x damage based on number of multishot arrows”, “+x fire damage to x skill”, etc. )
- sometimes feels like items are boring, purples or uniques could get some twist like granting a skill or changing somehow how combat looks and feels
Hope you still keep a good work, 'coz there are currently a big open space for a new good ARPG*,
*besides PoE which becomes too complex and very not new player friendly (i feel like my character is useless or highly undervalued if i missed a season or two… or they don’t change legacy items so there are always a bunch of guys running with wrecking OP items which are not obtainable by new players, which doesn’t feel fair) Plus, Diablo4 isn’t coming earlier than in 2 years