Comprehensive feedback

This seemed the most appropriate category to post something that will cover a lot.

This feedback is coming from someone who is playing an archer since release, so most of it will be coming from this perspective and won't cover much else.

Opponents: * Some opponents need a serious cooldown on certein skills. Justicars with their frontal shield and those that pull with either a demonic rift or chains. Justicars, as many have pointed out are one of the hardest opponents, especially for ranged characters. Ailments also do not tick when facing the Justicar. On top of that blocked/reflected projectiles do not produce any rage points and you can't even use Wailing Arrows or something else to actually manage to hit. Pulls happen way to frequently and it's almost impossible to not get pulled unless you are totally out of reach. Their pulls succeed even in the middle of a dodge roll when you try to dodge sideways to get out of the way. Quite annoying, especially since these pulls are followed by huge amounts of damage. Then we have domes that block all projectiles and you have to go under the dome to deal any kind of damage. One of these is manageable, but when they stack it becomes a game of try to separate them somehow so they don't cover each other. Even under the dome, there is another dome from another opponent, really annoying.

Passive skills: * Archion's Teachings (and the unique bow that fires 3 projectiles if it's still available): In the beta some projectile skills did not benefit from this, but took the penalty on damage. Testing has become somewhat expensive since the release. If this is still the case they either need to get rid of the penalty or get an additional projectile, and to be fair it would make a lot more sense to add an additional projectile per projectile. If Stings of Krearion shoots 7 projectiles, what good is 1 more in exchange for -50% damage. * Intravenous Neural Cord: I thought this would multiply attack speed at the end of the equation, with both nodes taken it'd effectively double your attack speed, but no, it's just another +attack speed score node that works for 3 seconds only. I don't feel the difference at all and it's quite lackluster when you have a +50% node that is permanent, and there are some +25% nodes (1 at least) as well. Please consider changing this to add the bonus on top of every other bonus instead of adding it to the base. * Clandestine Execution: has anyone ever taken this skill? It feels so useless. * Puncturing Shot: nothing wrong with it, but you can't get to Safe From Afar without taking it. It does not play well with Wintry Hail. I myself prefer bounce > pierce over what we have now: pierce > bounce, although piercing after bouncing doesn't make much sense, and pierce > bounce doesn't bounce at all when there is nothing behind the target. Anyway, switching with Deadly Aim right next to Come What May would make a lot more sense. * Walzing Smoke: too unpredictable. You become invisible when you don't need to and it's on cooldown when you need it. I would ask for it to be more controllable, to be more predictable. For example it could be 2 dodge rolls in a row that activates it without a cooldown. 2 stamina points is a heavy price to pay and you don't activate it when you don't need it. I find myself doing 2 dodge rolls when I'm heavily surrounded, getting pulled and such. This was just an example, the point is: we need more control over WHEN we want to invisible. * Some nodes really need better phrasing, like Blessed Silver: does it work more or less like Static Transferral? I can't figure out what gets the damage boost. Do basic attacks "charge" the next skill for up to 50% damage? Or do your auto attacks get boosted until you use a skill in which case it resets. Confusing.

Active skills: * I won't go into details, but a lot of skills feel lackluster (i.e. there's nothing special about them) and/or underpowered. Just one example: Stings of Krearion's charging animation is totally killing it. The skills itself does piss poor damage. I could go into detail for every skill I tried that makes me NOT want to use it, but the list would be really long. I'm sure there's enough feedback on this matter from other players.

Weapons: * Dual pistols are WAAAAAAAY better than a bow. Dual pistols seem to do the right amount of damage judging by killing speed, bows on the other hand are really weak in comparison. Dual pistols also benefit from twice the weapon slots. Bows need something extra, either base damage or a passive attack speed/crit chance/crit damage boost, or ...something. After trying dual pistols I'm not going back to a bow until something has been done about its pathetic damage, that's for sure.

There's a lot more, but that's it for now.

Edit: I almost forgot the most important:
Inventory
Please make tooltip delays instant and implement a sell all button. It takes forever to sell all my junk to the merchant. A quick right click skips about 2 out of 3 items, possibly due to the tooltip popping up at the wrong time and interfering. The tooltips are also a total mess. Often in the wrong position, not popping up, comparison tooltip not popping up.

Replies: 0

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

Your email is not verified, resend your confirmation email from your profile page.