Please try to approach as a player, not as a developer.

  1. Lack of in-game explanation and information.
    To make a build in H&S, you should know about game very well: How the game works, what kinds of system there are. As I mentioned in other post, which is about skill modifiers, there are so many parts you haven't explained to players in the game. It seems you guys have tested this game as developers but have not played as normal players.

  2. Lack of active skills variety because of failure of skill design and system
    The game should have more skills than what we have now. If you guys decided to release the game with a few skills for now, then at least skill modifiers should be more diverse, unique and effective for more possible builds. What if there are unique items for skills that add new powerful modifiers in endgame? I know you guys will add and fix skills but wish there are more of them now as it is fully released game.

One of skill problems comes from transfer time of willpower and rage.
Some skills are not viable until you have your character high levels. Skills that doesn't have cooldown need a lot of willpower/rage transfer time reduction to use them as main skills. Thunderstrike, for example, if you use the skill, willpower has been drained so fast that you get plenty of transfer time. It gets much worse if you use such skill with catalyst. With catalyst, now you get gray transfer time box at the same time for both willpower and rage. You should farm items and gems to have enough transfer time reduction and skill cost reduction. It means you can't use it properly until you reach high level farming high level gears which have nice number for these options. Before that, you should run around enemies for a long time after using the skill until the transfer time goes away especially in boss fight. So, if I use skills with cooldown, then many problems go away. They does not drain willpower super fast and still effective with a single cast, it is much easier to manage the transfer time. Oh no, don't nerf them, buff others. I understand the idea of transfer time but it needs some change for no-cooldown skills and catalyst.

  1. Passive skill trees
    Some nodes are essential to play endgame through and it prevents players from making various builds. Those essentials node became irreplaceable not just because they are OPs, but other passives are not good and competitive enough. For example, nobody uses dodge builds, attack speed builds or basic attack builds. Huge balancing patch in passive skill is necessary.

  2. Items
    Everyone use only heavy armors and helmets, which is connected to passive problems. It makes other types useless. There is no advantage to choose other types. Other types should have more competitive options that players can choose among them by their preference.
    Catalyst and dagger need some buff.

  3. Attributes.
    Agility and Wisdom need some buff. Agility is not an option yet as it doesn't increases speed much, and you can get enough ailment chance without invest in Wisdom much. It cuts down the variety of builds: only to crit and hp builds.
    Speed increasing ratio per Agility point should be increased.
    What if dodge chance increases along agility?
    Wisdom with transfer time reduction or cost reduction or increasing willpower/rage generation rate?

  4. Enemies and Level design
    Those problems I mentioned above create unbalance and make most builds weak. So the game gets harder as the builds are not good enough to keep playing. Proper difficulty makes player want to challenge the difficultness, but in this case, players get exhausted.


To be honest, it seems the game is still in early-access, hard to say it has full-released game quality. In-game experience is not so good. I am not expecting a perfect game right this moment. Game will be changed through patches. But still, there are many problems that should have been handled before the game is released. Most problems come from Active/Passive skills and Attributes. The unbalance leads to super lack of builds variety, which is a critical problem to a H&S arpg. I hope you guys lead the game to better one. Many consumers may be disappointed now, but they would be back depending on how the game changes.

Replies: 0

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

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