Feedback after 6 hrs (New update)

Positives:

  • The new music ingame sounds great.
  • Max size for stacks in chests has increased - Very nice and needed.

Negatives:

  1. Haven’t got any interesting/good items AFTER 6 HRS. (Weapons, armor, rings).

  2. The fast travel system is HORRIBLE. So much running through the same routes over and over.

  3. The itemization system is weird and confusing. After being level 10+ i still get the “rank/tier 1” items that i also did when i was level 1. (Basically feels like you dont get any good loot drops, but always have to craft - Which is a another problem in itself. More on that below)

  4. We don’t get enough gems. Ive only gotten 1-2 of half of the gem types after having reached L10.
    (You basically don’t want to use them as you never know when you get another one)

  5. The enchancements pool for items seems to be way too big compared to how many “fallen embers” we get.
    You never get enough to create a single great item. Feels like a waste to use FE on your items.

  6. EXTREMELY dissapointing that you both removed stamina cost from arrows + Wands are also melee weapons as default. (A lot of people were hoping to play as a “caster” type of character)

  7. There doesn’t seem to be an indication of how many meals you have eaten during an encounter.
    (We shouldn’t manually track that in our heads)

  8. A lot of the enchancements have stuff that only in text explains what it does - But doesn’t have any values in it.
    (If something deals DMG or provide buffs then WE WANT TO KNOW THE VALUES)

Summary:

I expected more!
The changes doesn’t feel like real improvements.
Too many bad/weird design choices.
I was really looking forward to this update, but already consider putting the game down again, unless you very quickly address the current issues. (A lot of them really ruins the experience and makes you wonder if the game even got better)

2 Likes

I am in the same boat.

It really feels like every single system is unforgiving and is just adding up to make it not fun. The game is beautiful - it just doesn’t want me to play it right now.

I put 36 hours in at release, I can’t really put my finger on what the heck changed that makes it so much more painful now.

  • Dodge mechanic feels nerfed or broken at medium weight
  • After making it to town the danger level increases far above your character level (without warning), making everything one-shot you
  • The crossbow mobs in groups are very annoying. The sound of the crossbow doesn’t even occur until it’s hitting you. Not only that, they rapid fire. Your slow character has almost no chance to take them on.
  • This created a “death spiral” for me, where I kept dying and my equipment started to break/fail and then my tools straight up disappeared from being damaged. Couldn’t even get across the map to the free repair NPC as the fast travel system only allows travel to the latest activated checkpoint

I’ve never rage quit a game like that before haha. Still excited for the future, these devs are really responsive and fixed a ton of issues at release.

1 Like

1- Please disallow consuming healing food if your health is full. Many times I’ve fat fingered the button trying to pull up the map on controller due to muscle memory from other games while in town and can’t cancel out of wasting a precious limited item.

And this is my main feedback, if our method of self healing is going to be gated behind materials that need to be gathered, then those materials need to be plentiful. Otherwise you completely break the game loop because the game difficulty is very unforgiving to the point that regular mobs are hitting you for a third to a quarter of your health in one hit.

So clearly the game is tuned around high, unforgiving mob and boss damage. But where this game differs from soulslike is that soulslikes know you are going to die a lot like this game, but they don’t gate healing potions behind materials you have to farm. If I have to attempt a boss or area multiple times, but have to jump realms to go pick up herbs and mushrooms because one single encounter went through half of my food, or a difficult boss ate up all of it, it’s gonna make me put the game down rather than do the tedious chore of farming more ingredients for more tries at a boss.

2- I’ll also say, a caster playstyle is super unforgiving because when you die, your focus is completely reset to zero. Then you have caster projectiles that can eat up the focus and still fail to hit the enemy because right as the bolt went out the enemy decided to dash around. Losing focus like that feels terrible.

I also know you probably don’t want to enable fully ranged playstyles due to the potential for cheese and turtling. But at the same time, you enable groups of ranged enemies to spam ranged attacks without seeming cost or considerable downtime, all while sprint drains stamina and you need it to catch up with these enemies.

3- Meleeing with a staff nakedly just feels wrong. I know we’re not gonna get anything but a melee caster, but can attacks with the staff at least carry magical VFX and animations, even if they have to be melee range? I want to feel like a mage/sorcerer/druid/warlock, my staff should be creating magical trails and waves as I swing it.

You could also enhance a caster playstyle by making the parry with a staff/wand a magic shield animation and the dodge animation a teleport/blink VFX.

The game feels extremely melee centric.

4- This is probably due to early access not prioritizing cosmetic QoL, but I really want a way to toggle off helmets, at least in cutscenes or conversations.

And eventually, I really do want a transmog system where we select our weapon and armor appearances. Walking around like a Goodwill Clown with a patchwork assortment of non-matching armor pieces is an eyesore and degrades player attachment to their character.

1 Like