Thoughts on S3: Rift Beast Mechanic:
- Overall I like the general idea, however it’s pretty basic for an ARPG.,
- It feels like it could have been pretty easy to increase the difficulty of the higher level beasts and lock some of the primordials behind them to provide some kind of chase.,
- The Permanence of Primal Knowledge gloves could have been a great chase item if they affected all legendary affixes and not just + level ones. Make the woven echo that lets you fight a higher level beast the only way to get them, scale it’s damage, and lock it a 800 corruption.,
- This basically gives you a mini “uber” boss and a reason to keep actually playing the game.,
- Overall it’s pretty shallow as is, and could use some adjustments if it’s going to be “core”.
- This would have been a great time to introduce a Jurrassic Park timeline.
- Ch. 10 was beautiful and the environments/enemies were great. Ultimately it’s just more campaign so meh.
Primordials:
- The build diversity they provide is fantastic and at first glance it seems like there’s a lot of potential.,
- An upgrade system for primordials would have been cool. Like kill a t7 beast to upgrade the lp on your primordial item or something like that.
- Unfortunately, some of them are underperforming, some are overperforming, and some are pretty limited in the diversity they allow, such as the frog helm.,
- Thicket of Blinding Light is by far the dumbest thing I’ve seen introduced in an ARPG. No opportunity cost, no limit to who can use it, crazy damage for basically no investment. I’m not sure why you would want players to literally just walk through your game starting at lvl 35.
- T8 primordial exaults for why? I feel like we should be able to run one primordial unique and exault. This way you don’t just run everything as a legendary in every slot. It doesn’t seem like i’d really ever want to pick an exault over a legendary right now.
Community Tester Program:
- Comparing this patch to the incredible patch that was s2, it’s painfully obvious not having the content creators in CT is not good for the state of the game.,
- Balance is terrible,
- Ridiculous bugs like random trash mobs one shotting you at 100 corruption shouldn’t have made it to live and it just shows whoever you have currently in the CT aren’t as committed as the previous group.,
TLDR:
- Season mechanic is neat, but ultimately shallow and provides no new chase.,
- Some promordials are incredibly op and some go to the garbage bin… which doesn’t feel good.,
- Kicking the content creators out of the CT clearly had a negative effect on game balance and bugs, should rethink that since the current testers apparently can’t cover everything.