Overall suggestions and finding

Hello!

I did not want to waste hours to look over every post in the forums, to avoid duplications. Also, did not want to spam the forum with everything i came up, so u dumped everything in this single post. Sorry for that.
I went over the story, i am a lvl 53 Shaman (10 hours of gameplay) and here are everything that came to my mind.

Gameplay suggestions

Quests

  1. Quest completion windows should not pop up while, fight is still in progress. Also, they should be dismissable with space.
  2. Quest objectives (when they are on the screen and i have to click them, like the eggs in the coral pools) should be a tad bit more visible.

Game mechanics

  1. When i hover over waypoints, map entries and portals; while holding left mouse button down, i should not interact with them. Only when i specifically click them.
  2. In the waypoint menu, make some more visible differentiations between cities, normal areas with enemies and areas that contain a boss at the end. Maybe even show what boss is in the areas.
  3. When in the waypoint menu, give a little better visibility to which timeline i am currently looking at.
  4. Crafting material auto pickup would be nice. In Grim Dawn, it took a lot of time before they did it (in mods it was present for at least a year before that). We will always pick them up anyway. Because of filters and craft material tier, maybe not the best idea. But while going through story, would have been nice.

Enemies

  1. Magic monsters have a big power increase compared to their normal versions (which is cool), but exactly because of this, i need to be able to distinguish them from normals, just from a single glance. Same with rare monsters (they are more visible, but not enough.
  2. Might be intentional, but ranged attack minions deal too much damage in my opinion (this is true for the first 20 levels mostly). It is way too easy to die to them, while you are dealing with bigger monsters. I got oneshot a couple of times because of them. Maybe they should have theii accuracy or attack speed decreased. Or they should not start hitting the player so quickly. It feels like, i jump in and i instantly get hit by them.
  3. Chests should be more prominent. Like bigger golden glowing, or even a minimap icon. They are currently neatly hidden at the base of structures or at the edge of the maps, which normally players do not check.
  4. Bosses should be more rewarding. Their loot does not feel like, i just killed a big bad boss.
    With all the skill particle clutter, it is really hard to realise that a big boss hit is incoming. Especially, when my skills are similar to theirs (in wengary fortress the matriarch and patriarch as a shamas was an interesting fight).
  5. With little to no movement skills, some heavy hitter boss attacks feel unavoidable.
  6. Rime Giant in The Temple of Heorot: Does an avalanche kind of skill, it hits unbelievably hard. I have max cold resist, still if i stay for 2-3 hits, i am dead. (After thinking about it, that was probably due to having low physical resistance (they deal cold and phys i think) and low health pool).
  7. Winged Fire: Its skill makes me think, that a unique just dropped :frowning:
  8. It feels like, there is not a second of peace in the maps. While i am fighting a single pack of enemies, a couple of other enemies come from way out of my screen and start attacking me. Or, there are just too many: “enemies spawn when a player gets near their spawn point” kind of encounters. Not sure. But i feel like, i need to be able to know, how many enemies i want to take on, currently, i have no such option.
  9. This makes passive point allocations hard. Don’t have the time to properly look over, what i want, i need to teleport home for that.

Maps

  1. We will need some additional initiative, to discover the maps. I think, most of the people just run over the maps, following the quest signs. Maybe event type minibosses? I enter a area and i get a notifocation, that a special strong enemy is around and they could be positioned in the parts of the maps, where the normal quest would not take us.

Primalist

  1. Pets like to wander off too much. (Mostly the cat, so that might be intentional :smiley: ) They like to leap away from me for some reason, even though i am fighting monsters with it already.
  2. Storm totem and Thunder totem should be different in their looks (they might be, but i just don’t see it.)

Settings suggestions

  1. Option to be able to mute audio, while game is in background.
  2. Option for boss/npc interactions to be shown in chat window.

Things, that are awesome
Not a single crash happened.
Quick loadtimes.
At lvl 47 i found the first set item. I was happy to see that we have sets.
As a shaman, i use tempest strike for my main damage dealer and it is so awesome that in the melee skill using aspect, i do not need to worry about mana. With my other skills i still need to manage my manausage, but it is one of the worst things in other games (especially in POE), when i am a melee character, who is always in way worse situations than a ranged, and yet, i need to build around mana usage.
I cannot really go into details, but the game just feels good. Kind of like POE, without the constant laggs and crashes.
The echo kind of endgame mapping is a cool idea.

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Welcome on board, enjoy your stay.

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