Hi everyone,
This is my first time writing a feedback post, but I am doing it because I really care about this game. I understand it might be late since the release is close, and some of these topics might already be under review. I also admit that some of these points might just be a “skill issue” on my end or a misunderstanding of the mechanics, but here are some observations I’ve gathered during testing.
Additionally, regarding the combat points below: I completely understand the game is currently balanced around PvE, not PvP. However, dueling is something my friends and I have a lot of fun with, and we would love to see it developed or balanced further in the future.
Quality of Life & UI
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Rune Video Demonstrations: It is frustrating to invest resources into an ability without knowing its behavior. Suggestion: Add short video previews for Rune abilities in the menus/shops to display the animation, cast time, and AoE.
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Visible Damage Calculations: The lack of visible scaling makes building characters confusing. Suggestion: Display the exact math for ability damage in the UI, showing how the weapon’s base damage and multipliers affect Runic attacks.
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Input Buffering: Having actions (like an extra swing or roll) queued and executed later causes unintended actions and deaths. Suggestion: Remove or add a toggle to disable input buffering, allowing combat to be strictly reactive to real-time inputs.
Combat Mechanics & PvP
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Fire Status (Heat) Inconsistency: Currently, Fire applies its DoT immediately on the first hit, whereas Plague and Cold require a 100% bar build-up to trigger their effects. This discrepancy makes status application confusing. Suggestion: Standardize the Fire mechanic to require full bar build-up to trigger the Burn DoT, aligning it with the other elements.
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Status Visual Cues: The status bars are too small to read during fast combat, which causes frustration when trying to track elemental build-up. Suggestion: Add clearer, more obvious visual cues directly on the enemy models.
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Elemental Combo Consistency: Triggering elemental reactions (like Overload) often feels inconsistent. There is a lack of clear explanation on the exact conditions needed to proc them, and there seem to be hidden exceptions where combos fail to trigger entirely (especially against bosses or large monsters). Suggestion: Provide clear in-game documentation explaining how combos are triggered, outline any enemy-specific immunities, and ensure the proc mechanics are consistent across all encounters.
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Focus Regeneration Inconsistency: There are moments during combat where Focus regeneration enchantments simply do not seem to activate or provide the expected resource return, making resource management unpredictable. Suggestion: Clarify the exact activation conditions for Focus regeneration in the item descriptions or adjust the mechanic to ensure it triggers more reliably.
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Armor Mitigation vs. Fast Weapons in PvP: There is a heavy imbalance when high-tier Medium armor faces fast, low-base-damage weapons (like Claws). The flat physical mitigation absorbs the fast hits entirely, making Light armor/fast weapon builds feel unrewarding in duels and forcing Claw users to rely solely on Bleed/Plague procs. Suggestion: Review the flat physical mitigation formula against fast-hitting weapons for PvP scenarios.