Feedback and Suggestions for Game Improvement

Hello, developers! Thank you for your amazing work on the game—it’s been a great experience so far! That said, I’ve identified a few areas that could use some tweaks to make the game even better. Below, I’ve listed specific issues along with suggestions for improvement. I hope this feedback helps in refining the game for all players!

  1. Teleportation System

The current teleportation mechanic limits players to only warping to the last activated checkpoint, which feels restrictive in a vast open world.
Suggestion: Allow teleportation to any previously discovered checkpoint or major location. This would enhance exploration and make navigation more player-friendly without disrupting immersion.

  1. Weapon and Armor Upgrading

Upgrading gear is satisfying, but the inability to upgrade items to higher tiers (e.g., from blue to purple) feels like a missed opportunity.
Suggestion: Implement a system to upgrade weapons and armor to higher tiers, such as from blue to purple, to deepen progression and make gear more rewarding.

  1. Rune and Gem Extraction

Extracting runes from weapons or gems from armor often destroys the item or rune, discouraging experimentation with builds.
Suggestion: Introduce a non-destructive extraction system, possibly with a cost (e.g., gold or materials), so players can swap runes and gems without losing valuable items. This would promote build variety and reduce frustration.

  1. Enemy Knockback Abilities

There are too many enemies with long-range knockback attacks, which can overwhelm players and disrupt combat flow.
Suggestion: Reduce the number of enemies with knockback abilities or lower the frequency of these attacks. Alternatively, add a stat or gear affix that reduces knockback effects, giving players more control in fights.

  1. Dodge Mechanics and Stamina Costs

Dodging consumes a lot of stamina, and players often need to sprint to close the gap to enemies afterward, draining even more stamina. This leaves little for attacks or follow-up dodges.
Suggestion: Lower the stamina cost of dodging or reduce the need to sprint post-dodge (e.g., by increasing dodge distance or adjusting enemy positioning). This would make combat feel more fluid and less punishing.

  1. Armor Type Diversity

The poise mechanic encourages most players, even mages, to wear heavy armor like chainmail or plate, making lighter armor types less viable.
Suggestion: Add unique affixes or set bonuses for each armor type (e.g., cloth for faster spellcasting, leather for mobility). Alternatively, introduce a bonus for wearing a full set of one armor type to incentivize diverse playstyles.

  1. Performance Optimization

The game experiences lag even on low graphical settings, which impacts players with mid-to-low-end systems.
Suggestion: Focus on optimizing performance to ensure smoother gameplay across various hardware. Key areas could include reducing load times, stabilizing frame rates, and addressing memory issues.

Final Thoughts

I believe these changes would make the game more engaging, balanced, and accessible for everyone. I’m excited about the game’s future and appreciate the team’s efforts!

  1. Teleportation System

Suggestion : Allow teleportation to any previously discovered checkpoint or major location. This would enhance exploration and make navigation more player-friendly without disrupting immersion.

Once you unlock the shortcuts you can easily get around most of the map, but if the devs did do this, personally I would prefer if it was to unlock one central point within a zone, for example Marin Village, and only once the regenerating fog of war is currently cleared. They’ve put a lot of work into making the world feel very explorable and interconnected, I’d hate to take away from that too much.

  1. Weapon and Armor Upgrading

Upgrading gear is satisfying, but the inability to upgrade items to higher tiers (e.g., from blue to purple) feels like a missed opportunity.
Suggestion: Implement a system to upgrade weapons and armor to higher tiers, such as from blue to purple, to deepen progression and make gear more rewarding.

I agree with this, I think allowing you to use Plague Ichor’s to upgrade a blue to a purple makes sense, why? Because the purples have a negative effect called a Cursed effect, using a plagued liquid as part of the upgrade leans into this.

  1. Rune and Gem Extraction

Extracting runes from weapons or gems from armor often destroys the item or rune, discouraging experimentation with builds.
Suggestion: Introduce a non-destructive extraction system, possibly with a cost (e.g., gold or materials), so players can swap runes and gems without losing valuable items. This would promote build variety and reduce frustration.

I understand what the devs are doing here, this is to increase the grind, since if you put runes in and you don’t like that configuration it means you need to go and grind again for another weapon to reconfigure. Maybe even just allowing us to understand what the runes do before you buy/put them into your weapon would help.

  1. Enemy Knockback Abilities

There are too many enemies with long-range knockback attacks, which can overwhelm players and disrupt combat flow.

Personally never felt like this is an issue, the player also has a lot of ways of knocking things around, I never felt bullied more than I could bully others :smiley:

  1. Dodge Mechanics and Stamina Costs

Dodging consumes a lot of stamina, and players often need to sprint to close the gap to enemies afterward, draining even more stamina. This leaves little for attacks or follow-up dodges.

You need to invest more into stamina, you are meant to be, for the most part, aware of your stamina use and with some enemies the conservative use of this is the key to winning soundly. I wouldn’t personally change this.

  1. Armor Type Diversity

The poise mechanic encourages most players, even mages, to wear heavy armor like chainmail or plate, making lighter armor types less viable.

There’s plenty of reasons to not wear heavy armor, for one lighter armor tends to get more status resistances and you get easier access to medium/light roll. If you want to wear heavy armor and still light roll you’re going to need to invest into equipload which means taking points away from your damage attribute, and you still suffer from reduced status resistances

  1. Performance Optimization

The game experiences lag even on low graphical settings, which impacts players with mid-to-low-end systems.

I have a higher-end rig (4070TI Super, 64 GB DDR5, 9800X3D) and I recently (as of hotfix 3, maybe coincidence) started getting weird lag, not stuttery, more like the camera is lagging behind slight and then catching up, only to lag behind again.