Perspective of the game

So, I have almost 90 hours of play time on this game so far, not a massive amount but more than a casual player currently. The issues pre 1.05 where numerous, I was using trading platforms and struggling to compete as I would get laughed at offering 5 Geos when there where people offering 200+ duped currency.
I play a BE build pre and post 1.05. I enjoyed the levelling experience, the content through the acts where actually wonderful with the story line and Heimlock but then the end game jumps 6 months and the only cut scene you get says you’re the boss of the town now. We are not really using that cut-scene at all tbh, where is the diversity of options to build? It’s a linear progression through productivity, everyone will go for the extra gold/buying and selling bonus and eventually the magic find. There is no divarication and now I just invest in the dark market and aim to maximise affinity/gold gains I only assume like everyone else.

My experience with BE was really nice to start, I looked forward to getting the points as I levelled, I made my own build (basically pure crit in the tree with resistance stacking) and it worked. I could get to the high 160’s in about 40 hours or so I guess. We then got hit with the massive Crit and BE nerfs, my build had a cd when I had no cdr in my build so I had to dump it. I tried bladestorm but it seems to do about 1/3 of the dps of the BE even post nerf so I went back to it. To push back up to the 160’s I had to look at builds and basically copy the stacking multiple aliment types with crit to get my numbers back up and it worked. It should however be an option what I pick for my build, not a one shoe fits all since it’s now either this or I am back in the 140’s with no progress.

In short, I just feel like the passive tree looks wonderful but there is too much focus on ailments in this game. Why does my pure crit build do less damage with the hits than ailment stacking to get the hit higher in the first place to then have a dot afterwards as well? Also, I messed around with a few of the other outside node, disallowing vessel was nice but sorry move speed is a massive requirement in these types of games. I got rid of Neural cord and Flurrying flames as well as they did not seem to increase my attack speed enough to matter when using a two hander.

So my main issues are that I have been pigeonholed into “the right way” to play the build, end-game lacks diversity and since the latest patch the limiting factor is gold that just makes farming rares to vendor tedious , you reset the gold but there are people sitting on 1000’s of crafting mats have either dupped them themselves or has traded with people who have, creating a massive divide in the community experience.

Mentioned already in previous posts would be coded based so we can target pick up armor, you did it for weapons why not heavy/brusier etc. I would like to know where the boss will sqawn/exit so I can plan my route and not have to double back for kill count or nerf the required kill count in areas with path options so it is less common, regen/tough end bosses gate builds so tankier variants probably can’t compete further pigeonholing builds. Make unique items build defining rather than obsolete.

Replies: 0

Created: 4 years, 1 month ago

Category: Feedback & Suggestions

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