Feedback before the 1.0 release

  1. Should runes have cooldowns? What would be the best way to prevent players from spamming runes? The game already has many ways to gain Focus.

    Because of that, I think cooldowns are the most effective way to prevent rune spam, and I imagine the Callout system could provide ways to reduce those cooldowns.

  2. I think there should be a secondary weapon for wakizashi or katana users, such as a scabbard. The scabbard could have rune skills related to draw attacks / iai-style movement techniques.

  3. I’d like to see a trait that allows Assassins to attempt backstabs on medium-sized enemies when they have not been detected.

  4. Two-handed weapons currently do not gain much advantage when parrying compared to one-handed weapons. If you parry with a two-handed weapon, please give enemies a longer stagger duration, at least long enough to guarantee one follow-up hit. Two-handed weapons also cannot use an off-hand weapon. If there is already a class-related trait that addresses this, that would be fine as well.

  5. I’d like enemies to attempt parries more frequently. Charged attacks with two-handed weapons are very powerful. Their slower speed is acceptable if they are meant to deal overwhelming damage, but players should not be able to mindlessly spam charged attacks.

    Shielded enemies in particular should parry much more often. When facing enemies directly, if the player performs an obvious charged attack, enemies should immediately respond with a parry. This would create a fighting-game-like mind game between charged attacks and normal attacks.

    If the player successfully dodges an enemy attack and then uses a charged attack, it should succeed. At least on higher difficulties, this should be the case. The frequency of enemy parries could also scale with difficulty.

  6. The buildup rate of elemental status effects should be reduced.

  7. I’d like to see enemy types that can attempt backstabs, perhaps as part of the well-known Severed Hand faction.

  8. A grappler-style class that can grab enemies would be really fun. Suplexes are just too cool.

  9. I’d love to see more hidden elements and secrets. Not only main-quest bosses, but also unique and interesting optional mini-bosses.

  10. I’d like a custom option to highlight interactive objects. Many players seem to miss vines, levers, and other interactables even when they are right in front of them. I know some people may disagree, but it would be optional. The game already causes a lot of stress through falling deaths and navigation.

  11. The first meeting with Darak and the path leading to Servant of God are part of the early main quest, yet they are surprisingly difficult to find. You can guide players without using yellow paint through camera direction, NPC dialogue, and visual environmental cues. The path to Darak is behind Whisper, but many players do not realize it is a valid route.
    There should be visual feedback, such as light visible deeper inside the cave or other environmental hints. A lot of players miss the main quest, become unsure of what to do, start doing bounty hunts first, and then return later when the bosses have become much easier than intended.

1 Like