General feedback on items, skills, gameplay, etc.

Now, I put this in the items category, but this is my general feedback after putting in about 120+ hours in the game, in solo play only. Mostly offline, though I did take builds up through Vetx4 online just to compare. And I apologize for the length! sorry...i was just trying to summarize all my play time, and it got long. Here's a summary for those interested in a TLDR :

1) Uniques need more damage/stats/whatever. gimmiks aren't enough if they can't compete.
2) Mobs need to slow down, or skills needs to speed up.
3) Too much damage in the game. Bosses need to slow down, have less specials, or telegraph more.
4) Item stats can vary too much. a lvl 20 should never have better stats thena lvl 35.
5) Dual Wield (2 weapons of the same type) need to be a viable option instead of a performance loss.
6) Pure builds (only one weapon type) need more resource regeneration options.

There's plenty of specific things that I'd like to point out, but I think many of those are really due to current level cap and having to balance a lvl 90 game around a temporary level 20 cap. But I also felt that these things needed to be pointed out just for the sake of them being pointed out.

1) Uniques need to be viable outside of their gimmick. I understand that they are supposed to be there for changing the way a spec plays or feels, and I love that, but if they aren't viable outside of that change, then they may not even be used for that purpose. Example the Vanity/Envy combo. pretty obvious they work well together, and I'd love to use them, but for what? even with their bonuses applied to each other, they're damage is lower then a mediocre Legendary. I have a good legendary that that tops them both added together (or close). That's too big of a gap, even if the current state of DW was fixed, it would still be too big.

Raw damage is too good atm, and percentage bonuses too bad. There's not enough distinction in different approaches to damage to matter.I also have a soulsbane that I would love to use, but outside of it's mediocre damage, it's cold bonuses don't have any real impact other then making things freeze faster. Which is great, but isn't game changing enough to really matter (unless there's going to be massive elemental boosts later in the game). If I can eventually boost my cold damage immensely, and have some more afects that work around cold, then it would be an awesome weapon, but right now it just can't compete with my hammer that does almost 40% more raw damage, along with 2 other stats that massively impact melee (crit and life leech), and 3 sockets on top of that. both are similar level. it's just too much of a difference.

2) Bad guys need to slow down, or everything else needs to speed up. I love the interactive gameplay and the different and interesting boss fights, but the damage and speeds are too much to do anything else other then movement skills or kiting skills. The only melee builds I have gotten to work past vet3 are a super tank or a movement build that never slows down. Everything revolves around either extremeley high resist all, or extremely high Force Shield. Builds using bruiser or Rogue armor are dead, as well as any build that can't constantly be in motion and /or kiting.

Havoc orb is one of those skills that I keep on wanting to use, but only lasts a few levels. Why? I can't even get them off. If I do, then the targeting necessity makes it almost un-effective. It sucks, because it's such a great feeling and sounding ability! But there have been times that I can't even get it cast. too many interrupts, knockbacks, slows, and ping pong.

there was a time I literally went from 100% health to 0% health just trying to cast it once. and that's with dodging, kiting, and everything else. But My Thunderstrike key instantly hits, does almost as much damage, and decimates multiple mobs at once, in addition to shocking them. I'd have to give up 8 pts in havoc just to get a damage type that applies an ailment! It needs to either be sped up, or mobs need to slow down. And it also really needs to hit like a truck, largely because I'll only get it off about 1/3 of the time even if it's faster, so it needs to hit 3x harder. Tear of Etherliel is similar, and so is Anvil of woe.

AoW is faster, but you have to be in hugging range to use, which in the current setup is death, which is why people aren't using it in end game builds. ALso you need to stun mobs in order for it's damage to be worth the risk...and see previous discussion about stuns. sad, as it's a fun skill. But many skills will go that way unless we do something with the extreme nature of damage and speed in the current meta.

3) Bosses are too powerful. Or at least, they're skills are too potent, and too many of them, especially when you end up with 2 bosses in a fight instead of just one boss and a few sidekicks. I have literally been chain locked to death. That should never happen. Also past a certain point (far too early mind you), it's all a one shot anyways. That also shouldn't happen unless were literally playing in the extreme (a.k.a. champ) levels. But this happens as early as vet1.

plus bosses can ignore mechanics that players can't. Not a good design decision. I can understand certain (a.k.a. special ability) bosses that can ignore certain mechanics, but those need to be rare and then that needs to be part of their primary power. It shouldn't be every boss. as an example, I can get stunned any time, yet bosses can only be stunned when they are NOT exercising an "ability" and if you have played against certain bosses, you know that they are playing abilities about 95% of the time (like that REALLY irritating beserker boss. Man I hate that guy). Stuns simply don't work against bosses like him, and when melee literally need to stun just to get in close enough to hit something, that's bad balance. They either need to be stun-able more often, or players need to also have this stun immunity when doing skills. or a mix of the two, like perhaps rage windows where they're immune, but outside of that, fair game.

bosses also seem to be able to ignore LoS mechanics. They can leap or teleport over obstacles that we can't. This isn't as critical in boss areas, but I found it very irritating in clearing maps. If they can leap over it, so should I. But when I hide behind a rock to LoS things, they jut leap or teleport over it and I'm toast. Yet I have to run around the same rock to reach them? Now, I can see why it would be bad if we can perma-stun bosses, but at the same time, it's currently almost impossible to even stun a boss, which in the current end game meta , makes most melee builds impossible unless you kite. There should be a healthy balance somewhere in the middle. We just have to find it.

And this is aside from the too much damage. It's just too much. I get that end game should be a challenge. But we should also be able to find a way to make it a challenge that doesn't involve insta-gib. And it should be much more gradual. I get that insta-gib happens at a certain point. but it's currently almost as soon as you get into end game. you get past Adept and even good builds have a chance at one shot. past vet4 and its all one shot unless your a meat shield, which means that you are going to take 10m to kill anything. Or kite forever. That's not fun either.

I've been able to build a 2h melee build with decent damage and about 60% resist in all categories, 25% block chance and 15% block efficiency, 20% dodge. And in Vet5 anything bigger then the trash mobs can one shot me. I have to leap, stun and dash like a madman if I get a few harder mobs in there, like the stunning leapers, or those awful whatevers that leech your stamina points. if the damage was just toned down, it would be interesting, but as it is, I have to kite and stun everything just to survive. I get that if I was running Champ levels, but were talking about mid vet, which should be just where things start to get interesting, not impossible.

4) Items stats feel at this point like they can vary too much. That may be largely due to the scaling done at this point to make an "end game" for lvl 20, so this issue (like many of the above) may actually disappear at higher levels, but if the current trend continues, it will be bad. If I'm doing the challenge of farming items that are 10 levels higher then I am, then their stats should always beat an item 10 levels lower. at lower levels this can be tougher, since the spread of stats isn't as much as it is between 80 and 90. but I'm just pointing this out for the sake of mentioning the problem, as I've seen other games do this, even at end game level cap. If the stats very too much, players lose the desire to farm higher levels for gear, which means end game is dead. Why farm a lvl 35 when I can farm a lvl 20 and get stats that can actually top the lvl 35? Now, overall, I do see the stats improving at certain level points, and thats why I think this may disappear once we hit 90. Just want to point it out.

5) DW needs something. It is almost (usually), a loss to equip 2 of the same weapon type. Part of this is the nature of how skills interact with weapons (design choice, I get it), part of it is how the stats are set up, but most of it revolves around simply no extra bonus for carrying 2 of the same type. There needs to be. DW is a Character design, no different then 2h or 1h+Cat or staff or 1h+shield, and it needs to have some kind of benefit that it currently lacks.

Every other MMO does this, we need it here too. I love DW builds in almost every MMO I play but this one. I dont' care if it's 1.5x damage, or a mix of damage, speed, and extra block (this is common in most MMO's, a mix), but it needs to happen. Your killing a very popular setup because of the current skill/weapon meta.

6) Pure Builds need more resource potential. Hybrids are fine atm, even overpowered. They not only have access to 2 different resources, but they also have access to multiple skill types. They cross all the barriers you've put into the game for force choice, and they have very little downsides, which is why most builds out there are hybrids. Pure builds (only melee, or only spells, or only ranged), need access to more skills or passives that boost regen of their primary skill.

Don't get me wrong. I love the setup of the resources, and having to choose and having to balance regen in the game, it's great. It just favors one setup too much at the moment. and due to the current frustration with pure builds, I think that hybrid is in the right state at the moment, and the pure builds need to be brought up to that standard. making choices in regen is good. But currently with pure builds it's not just a choice. even choose all the options, it's frustrating, not interesting.

In closing, I want to emphasize that even with the above, I think that the game is moving in a good direction, and I can't say that I don't enjoy it. after 120+ hours I"m still playing, though it's slowed down allot lately (go figure, huh? only so much content in 20 levels :D ) So I love this game, and it's packed with potential. But allot of this hinges on release, and how the end game plays out. If the above issues work their way out at lvl 90, then were probably fine. If they don't? major issues with the game will ensue.

And this doesn't take into account many things I figured I wouldn't mention as it's pretty obvious that there issues with the game being locked at lvl 20. Like the passive tree being unbalanced, with skill points in tier 1 being more powerful then tier 2. I'm sure that's due to having to make things work at lvl 20. or the lack of skill variety. Again, just a current build limitation that should resolve itself. The items I discuss are more like systemic things that if not resolved could really kill the game.

Replies: 0

Created: 4 years, 4 months ago

Category: Feedback & Suggestions

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