Feedback after 250+ hours, 9+characters since EA

I already gave an impression after 140hours. This is more tailored to post Breach with a total of about 250 hours. Again, love the game so far, keep up the great work!

The below list is sorted based on order of importance for me and does not count (to my knowledge) changes already coming.

Runes:

Need some combo options: Rune 1 inflicts Bleed, Rune 2 spreads Bleed. Rune 1 causes poison, Rune 2 spreads poison. Rune 1 inflicts plague, Rune 2 spreads plague. Rune 1 is for causing stagger, Rune 2 is for inflicting stagger on surrounding opponents (right now it’s automated side effect). Rune 3 is the finisher/consumer/exploder: Rune 1 should be relatively low damage in all above cases with Rune 2 being a spreader and Rune 3 being the consumer.

Need some defensive options: Ice Shield, Earthquake, Disengage (think POE2 spear), Parry move (flurry of defensive weapon moves), etc.

Add Bleed, Poison and Earth runes.

Parry:

Other than the proposed changes, something still fills off. It’s almost like the window doesn’t match the action.

Side quests:

Where are they? Quests for obtaining recipes for example to unlock better crafting system. Or quests for recipes to target farm cosmetics or house items or food items. That fat Chef should be making us do side quests to get recipes, not just purchase them. Same for the vendors. Want that Coral Piercer? Go find the item X in the Shallows.

Better crafting system:

Make us use the work benches/anvil to craft more. Perhaps use certain items to help get the roll you want-perhaps use with recipes. Recipe to add %heal on backstab obtained from doing a side quest for the local thief guild. Spamming embers to reroll is not interesting. I’m personally not a fan of ARPG gambling. I’d rather do quests to unlock these things.

Weekly quests:

Needs more variety. Why am I still getting build challenges when everything is built? I know more variety is coming in Patch 1.

Plague weapons:

I think rather than flat negative values, remove the unrepairable option and either tone down the negatives or have the negative randomly trigger. Having unrepairable means people will just throw on indestructible and unrepairable and call it a day (for the majority of cases-obviously builds that don’t use focus/stamina can use downsides that are focus/stamina related, same for players that don’t want to parry or will just heavy roll).

Maybe make the Gem/Blue/Plagued items have more diverse stats from each other rather than Plague generally being better.

Cosmetics:

Can we have an option to display our character without a helm/hood? Functionally we would still have the hood and all the bonuses, just visually no. Or at least have it toggle off when in town perhaps? I think there is too much goofy looking gear and not enough cool looking gear. Many people (not me persay) want to look cool, not like a green Big Bird (I’m not hating, my female brawler is a green big bird). Some of the gear to craft from recipes is pretty expensive.

Weapon switch:

Have it ignore empty slots when switching between weapons (or at least give an option for that when in combat).

More content:

I’m just impatient, love it so far though!

5 Likes

I proposed a detailed solution for this problem if you are interested here is the link:
Purple items completely missing their fantasy

I AGREE!!

I’ll have to check out your table. At first glance the combined benefit/tradeoff is intriguing.

Another possibility is keep the current negatives but buff the benefits. That achieves a similar scenario. Basically in your solution and this you are making the player deal with the negative and not just get around it by using indestructible/unrepairable.

I also think the negatives are probably WAY less negative then we think (some of them). If we had a training dummy it would be easier to test it.

In my version since the blue and purple items have the same spells you can also use the blue items and still have a strong build without worrying about curses, also some conditions are so perfectly balanced that only the playstayle changes eg: Focus Cost decreased by 30% - Rune damage decreased by 30% max focus decreased by 30%

yeah but if you are a stamina build you would just take that stuff, no?

I think blue and plague need more diversity from each other. So that people actively would choose blue AND plagued items depending on the build/play style. For example, move speed increases are only on plagued. Armor increases only on blue. Focus increases only on blue, stamina only on plagued. Make the player have meaningful choices. Not just ‘plagued, rest is inferior’.

If the downside comes bundled with an upside as a single enchant (no way to cherry pick), then it doesn’t make sense for a stamina build to take that.

Again, idea of curses having both and upside and downside in one enchant solves this. You could, for example, have movespeed only as a curse (with some downside).

for stamina I would use something like this:
Gain 2-4% Stamina on base or charged attacks - Max Health decreased by 20%

There are enchantments of all kinds, you just have to find them or reroll them with the embers, this is the document with all the details:

Obviously the numbers are examples since I can’t test them but they should be reasonable, and some enchantments are more interesting and well done than others…

Yes, but only if the upside is worth it. Otherwise people will pick a negative that won’t effect them. Essentially, not interacting with the plagued system.

upside+Downside doesn’t solve the diversity problem. I think blue items should be a thing. I also think just gemmed things should be a thing. Attaching certain bonuses only to those items creates that diversity.