While playing (ranger) I've noted down some thoughts. Now that I planned on posting it, I noticed there are separate thread-categories for each. It feels a bit excessive to post 5-6 posts at once, but if you want me to split it up, please let me know and I shall happily do so.
I've played through Act 1 and reached +6 in the Expeditions, and here are my thoughts so far.
=== ACTIVE SKILLS === * Stings of Krearion doesn't seem to be worth using with that casting time vs damage output. * Naming conventions of abilties could be simplified. It feels like you're trying to differentiate by taking overly complicated names to avoid using some that other games haven't used. * Gunslinger's Brand could use a tooltip update to explain usage, as others have mentioned. * Mark of Impurity could show exactly how much extra damage is taken. In general I think that some/a lot of ability tooltips could use a loving hand. But it is a beta after all. * Damage on Havoc Orb might be a bit high, it seems to mutilate enemies more than other abilties.
=== ITEMS === * Item level doesn't seem to do anything, stats seem completely random. Perhaps showing min/max values would help or make a clear difference in values based on item level. * White stat values on items seem obsolete, e.g. always giving very low amounts on high level items. * Cursed chest items don't scale in level, they're always level 20. * Gems with random stats is a nifty idea, but maybe they could be less random. So Offensive, Defensive and Support are always lowest/low/medium/high/highest, instead of Offensive being high and the others low for example. It would just be easier to sort gems and find which ones to keep. Maybe add a quality rating to them, based on how good their stats are overall. * The "Masterwork" prefix doesn't have an apparent effect, but I probably missed it. Stats don't seem higher but maybe it has more properties? * Haven't seen any Masterwork weapons, but maybe that's a work in progress.
=== QUALITY OF LIFE === * Stat comparison on items, although I expect you're already working on this. * 'Smart stats' to whatever degree you wish. So e.g. Rogue items have less chance of spell damage for instance. * Shrine buffs should display an icon or at very least a unique animation. I have no idea what effect I have on or for how long. A buff icon and a time would go a long way. * Display amount of respawns left in an Expedition dungeon, so you know how screwed you are :) * Math in calculations could be more transparent, percentages to Crit, Resists etc. seem pointless. I know it's probably percentages of percentages with diminishing returns, but I have no idea what "10% crit chance" does, although it should be obvious. * The otherwise fancy Willpower/Rage system feels obsolete now that you can't use spells to spend Willpower, because you're not wearing a staff and vice versa. * Is Ailment Chance Scores/Resist Scores necessary? Couldn't it just display the actual percentage? That's what really matters in the overview. If needed the chance score could be in the hover-tooltip, or maybe display the convert ratio. * Magic Find is always a tricky stat. Legendaries and Uniques shouldn't fall from the sky, but maybe also have MF limit the amount of white and blue items found. Perhaps like on 150% MF you can't find white items, etc.
=== ENEMIES === * Tormentor might have an overpowered attack. I've died a few times to them with no explanation or visible animation. Don't know what attack or spell it was.
=== ENVIRONMENT === * Pillars in caves and trees in the jungle often block your character. Either make them invisible earlier or make enemies have a highlighted aura.
=== BUG REPORTS ===
* Item comparison doesn't show when hovering some rewards.
* Some gold land on rocks in the forest, and can't be reached.
* A certain destructible barrel is offset and can't be hit unless you're really trying. It's a half-broke barrel lying on its side.
* One of the NPC's bantering in the Palace was in his 'T-pose' once. He's been fine the other times. He's the lower-left of the two standing near the entrance.
When trying to differentiate yourself in the ARPG genre it's hard to come up with new ideas that are captivating and solid. I must say that you have a lot of good ideas, so just to end on a happy note I wanted to add that. Just to name a few I love the rotating Gate of Fates (as many have said before me), the 'ambush mechanics' in the dungeons are brilliant (although lethal on multiple occasions) and the dodge rolls and whole combat feel is great. Nicely designed enemies, good combat abilities and great graphics.
There you have it, hope it's useful :)
EDIT: I can't for the life of me get new lines to appear correctly, so it looks a bit jumbled up. My apologies. Asterisk was supposed to be the start of each new point.
Created: 1 month ago
Category: Feedback & Suggestions