Endgame risk/reward improvements

First of all, I want to thank you for one of if not the best game’s i’ve played in a decade. I am very excited for 1.0 release, and have dragged several friends into the EA who have very positive feedback as well.

I have noticed that the endgame starts to feel much too easy. I am coming to this game as a fan of soulslikes, and I know there is probably an appetite for the ARPG endgame fantasy of being untouchable. Perhaps there is a way to give both playerbases the experience they’re looking for.

Rather than trying to get the best numbers or best synergy the way I usually might, I have put in many hours trying to find a build that feels cohesive and just powerful enough to clear the hardest areas without deleting the screen everywhere I go. I do not usually go this route in other games, because there is usually and endgame available that lets me push the numbers and still present a significant challenge.

I have never even touched the Black Pearl/Mottled Gem builds and I still find myself dialing my builds back considerably so that I feel like I can engage in combat without just poising through damage and 1-2 shotting everything.

Just today, I went to go do a Pestilence run and realized I forgot my Torn fodder at home, so I burned some random stuff to get up to Pest4 for a change of pace, accepting the additional curses. I honestly forgot I could do this, because the rewards seem to be identical regardless of what you burn.

I was amazed at how much more fun I had using the same build I’ve settled on. The significant ramp in difficulty was an experience I couldn’t find anywhere else in the game, and I had to manage my stamina, health, spacing and position like I haven’t had to since I first started my character.

After I cleared it, I felt like either the Pestilence rewards should be based on how many curses you endure, or, the Torn items should be far, far more rare. And/or, the rewards should somehow be based on the number+quality of Torn items you burn. For example, burning Husks would give better rewards and/or less/easier curses than burning SInews. It is currently very easy to go infinite on Torn items; even using the 5 effigies a day, I go positive on Torn Sinews consistently.

So not only is there currently no reason not to burn Torn items, there’s also no reason not to just burn 8 Torn Sinew.

Anyhow, this is the first significant point of feedback I have after 300+ hours of EA gameplay. Thanks again for the amazing game!

That’s normal if this game is too easy at the endgame rn. The build that we can make are way to optimized compare to the difficulty we have at the state of the game’ story.
At 1.0 it will be way different.