[Feedback][Suggestions] First Playthrough Thoughts

Hello,

I've recently got the game and played through campaign and current end-game content and I'd like to share some of my impressions. In advance I apologize for my pretty bad abilities about expressing the good points of things I do feedback on, I usually tend to focus on "things to improve".

  • The gameplay is quite enjoyable, progression is quite fine. There's a lot of versatility for builds - you can create a single character and reset-redo until it feels right. This on the other hand unfortunately kills replayability - beat story once and just stick to a single character changing builds on demand.

  • Combat. Overall the combat difficulty feels about right. Enemies don't die instantly and in packs they can be deadly. What actually feels off is that you do not "feel" hits. There's no indicator for either getting hard hit or dropping to low HP. Combat feels too smooth and bland - it's like you kill hordes of mobs then you suddenly are dead not even knowing why or when your HP dropped. I'd really like to see some indicator for low HP (reddish screen/corners of screen/character moans or noises when hp is etc.) and some indicator for crits/big hits (screen shakes, higher noises, more splashes).

  • Itemization. What's quite unusual - gloves and pauldrons don't come in pairs! But, why can't I choose 2 different boots? xD

  • UI. Overall it's fine, but it got some issues.
    -- First of all "Reset Passives" button in attribute window, but there's no button for reseting passives in Passive window (it's quite counter intuitive).
    -- Next is probably a bug - you can't rotate passive tree until you put a point in 2nd disc, then you have to respec (after this you can rotate it at will), because you did not reed this point there (in my opinion, disks should be rotatable from start, or at least when you reach the edge of the disk, not after allocating points in next disk).
    -- Tooltip - average damage on skills is different from mentioned in skill window.
    -- No shield amount indicator.
    -- It would be nice if there was a tooltip when hovering mouse over UI buttons, like "Attributes (C)", "Portal to Town (T)", or this weird button to the left of HP orb - I still have no idea what it does xD
    -- Skill/DoT damage tooltips. They really need some update. First of all, If I have a piece of gear that increase Occult Damage, it increase that damage type on attacks, but do not affect spells at all. It should be either renamed to "occult damage for attacks" or updated to work with spells too. Ailment damage in stats do not update at all after increasing (for example) toxic stats/martial stats etc. It only shows base damage/chance to apply.

  • Skills. Overall there are a few skills and in my humble opinion too few. Hopefully the game sees more of them. Transfering one energy pool to another is quite a fine concept. It feels like it should be fully utilized by alternating spells and attacks. Unfortunately it's not the case as you can't use attacks with staves nor spells with melee weapons/guns/bows. The only way is 1h weapon and a Catalyst, which is quite limiting.
    -- Autoturret skill - quite essential rune - auto targetting - is unlocked quite late. Maybe it's just me, but the turret is quite useless if it can't hit your target. Auto targetting should be a base turret's function, but even if leave as it is, it should unlock early, or at least way earlier.
    -- Aether Jump - due to camera tilt it's quite bad when you wans to teleport downwards. Across the screen it has a screen-wide range, when using upwards it ports all the way up, but downwards it's only 1/3rd range of porting upwards (even dodge has a longer range). What's more when you try to port near to inaccessible area it just don't activate. Please, make it so that character teleports to closest accessible place to chosen destination, not just stand still.
    -- Blade storm - the skill feels just awkward without Voknafein's Conviction. Actually this skill could have some rework, so that it just spins as long as you hold the button and stop asap on release as a baseline function.
    -- Annihilation spell - it has a huge troubles on elevated ground. When a player targets an elevated ground, skill/character should take elevation into account and cast it slightly upwards/downwards. It feels off that it's always perfectly vertical.

  • Endgame content. In current form it's actually quite inexistent. It's basically Rift System from Diablo 3, where you just delve deeper through a few sets of tilesets until you collect you gear and have nothing else to do afterwards. There's no some end-game goal for like an uber boss/ladderboeard/completion/competition/collection, actually nothing. It's just: collect your gear and be done for.

  • Localization - overall translation to Polish looks like one of the best I've ever seen. It's very direct and well made. I've though encountered some items that were not translated, like Wristguard. It's not commonly used in Polish, but we have a word - "Nadgarstnik", which is exactly direct translation :)

Overall my hopes for upcoming release are high. Hopefully this game will be able to contend with PoE and Diablo :) Keep it up!

PS: Why there's no "General Feedback" forum option? xD

Replies: 1

Created: 4 years, 3 months ago

Category: Feedback & Suggestions

Forgot to mention:

This game really need an option to always show loot, it's tiring to hit alt every few seconds (or play while spamming alt)

Created: 4 years, 3 months ago

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