I splurged and bought alpha access, with this i saw a lot of promise but a lot of rough areas if the trend continues onward. I’ll list some of them out.
Mechanical issues for me:
-It feels like a mobile game, that’s missing a gambling forgiveness p2p shop (such as pay this to reduce the bad effect for x hours). Such as every skill, every crafting, just about everything has a draw back for something good. Not all of them worth it. That’s fine and all but it just feels like everything is a tax and i grind my teeth when i see my next node adds something essential to my build but im losing another part of the build too. IF it was only skills that’s fine, but its passives, armor upgrading and sharding… Also the lack of descriptions on all things makes this feel worse, like lose 20%current hp…but gain stormlance. okay cool? but it says nothing about it aside from name, i don’t want to have to use a wiki just to know what it does in game. Also via crafting, tell me which shards i received with the shatterstone.
Quality of life fixes:
-Others have listed the limited inventory space, wither that is intentional or not i think crafting pieces like shattering stones should have a separate pouch to help a little.
-Walking when crafting at times drops the items i’m putting into the slot.
-equip 2h with right click without having to take shield off
-Like in my other post, the elite mobs need a circle under their feet or name needs a new color other than basic mobs, if not something for visual clarity in a full screen of mobs.
-I love the uniqueness of the uniques, such as “The monolith” gain perfect block at a reduced block chance, in this case it makes sense for a drawback due to potential invulnerability of high block chance sharding. But i do wish uniques had some random suffix and prefixs, since i have 3 of the same shield, which feels bad mang, when i cant even interact with it via crafting. Make unique specific shards dropped from all bosses perhaps?
-My biggest thing is intuitive game information which isnt something this game prioritizes thus far, which is fine in alpha but i definitely want to see it flushed out with information. Such as i like the compare item feature, but it needs a little umph reduce the wordy negative positive, just do + or - and show me if its a net gain in raw dps or not, if it is then ill look further into the other draw backs.
-Have mouse hover over stats in inventory pull info from the more stats tab, such as hover over fire and it will show me the % resistance instead of 20 which is misleading to think its 20% when the other tab tells me its actually 7%.
-Increase the quantity of possible item rarities, just about every game has 4 or 5 levels in which most become obsolete (white-basic, green-rare ,blue-magic, orange/purple-unique). Diablo introduced ancient and primal variants to uniques for example is something at least (although its just a lazy version, easily could have made items above unique).
-To make this game stand out, i know you are after a PoE crowd and the game certainly has a feel like that game with diablo stuff mixed like the music etc. How about boss specific loots for not just items, but for instance a boss can drop a power node that may either upgrade a skill tree node(1 time max per either node or skill tree?) where it can go over max cap OR it reduces the nodes negative draw back to the nodes previous level (again 1 is the cap)? That goes with your games theme of choice for power at a choice/cost.
—Another idea would be you get mini version of that boss as a cosmetic pet to get that crowd into the game, this isn’t for me so a toggle-able option to hide others pets/summons would be nice later on.
-Make hard-core worth it, either increased drop rates, better item stats on rare drops, love that play style, just needs something there.
-I would love for left click to be changeable as i dont like it being just move. I’d rather it have basic attack tied to it as well saves a mouse spot.
-Visuals on hud for passive aura, or skills duration, status ± etc.
This is probably intentional, but make ward a usable resource for those blood builds on necro (use ward as the hp cost before going to hp). Of course would require balancing of cool-downs of procing ward etc but would make ward feel more interactive via skills and hp management, it already decays i don’t see why not.
If you have read this far, here is your cookie, you’re a scholar, and i’m proud of you.
Edit: kinda annoying bug, auto sort drops some items randomly to recreate, just move some items and auto sort will then throw a item out after.