Im sorry for my english, this is not my native language. Here we go.
The background color of the item’s rarity is very faint, especially rare rarity. I’m using Full Dynamic Range on my monitor.
The background color of the unique and legendary items is too similar.
But what is interesting is that the background image in the item description is much better done than on the item itself.
Add a normal transition animation between locations. Now it looks terrible - image freezing, loading screen, new location.
Transition activation starts too early, right at the edge of the transition’s visual effect. Move the transition point to the middle, for example.
Add subtitles. Some bosses have a huge frame pop up with their monologue, or some small frame appears with a very small font. Nothing appears above the other bosses at all, although they say something before the start of the fight.
Re-voice the bosses, it’s terrible. Give them more replies.
The Druid model (human form) looks bad, scary, and strange, more like a Barbarian or a Warrior, no hint of an attitude towards nature and the elements. Too big top, too narrow waist.
Idle animation of Sentinel on the character selection screen. Feet are constantly off the floor.
Physical model of armor (body, arms, boots, head) using Sentinel as an example. Only 3-4 models, seriously? On the item icons all models are different, but on the character they all have the same model, having nothing to do with the icon. Setting the stage for MTX, huh?
Physical model of the boots and underbody armor (on the Sentinel, for example) is too large and looks disproportionate.
In offline mode, all crafting materials should be immediately sent to the “crafting bag”, because there is no point in leaving them in the regular inventory. Add this option in settings.
Visually, there is no way to distinguish basic, magical, rare mobs, and some bosses. There is a too dim beam of light above rare mobs, which is not visible in bright locations. Magic mobs are no different from basic ones. I would like it to be visually possible to immediately determine which opponent is in front of you, despite the hp frame on top.
Add separate settings for texture quality and effects.
I would like to see DLSS/FSR.
The blessing system is weird. Increasing the drop chance for an item type - why is this? Leave only those that add bonuses to the parameters. And give the ability to freely switch unlocked blessings (maybe for some currency?).
Add a new rare rune that will allow you to remove/change a specific(!) affix slot.
Optimization is still bad, though slightly better than it was before 0.9.
I don’t know if you are going to reset progress on the release, but if not, then add the manual reset option.
Small conclusions after ~90 hours of play. Developers, pay a lot more attention to the details and quality of everything that is already in the game - visual, audio, lore/story delivery, models, optimization, mechanics. So far, the game looks like a sketch in all aspects, and already version 0.9, the release is close. To add MTX to a paid game of this quality, I would be ashamed.
Very strange choice of game engine for this type of game. UE > Unity.
But I’ll still keep watching the game. Good luck Devs.