Feedback List from Current Playthrough (2nd time)

  • weapon select, skip empty slot. When 3 slots are unlocked but not used the player is forced to cycle through an empty slot. Toggle only activate slots would be faster and more fluid for gameplay.

  • buyback. Looks like this has been request for almost a year now, not sure if there is a technical limitation but I feel quality of life improvements for early access supporters should be taken seriously.

  • favorite items/lock. Another what seems like a simple and long requested quality of life feature. Again not sure if this is a technical limitation or a design philosophy.

  • comparing items unequips current item and doesn’t equip compared item. Also not being able to compare active runes easily when slotting new runes in a weapon.

  • allow runes to be rearranged on weapons. When using 3 staves this would be a massive quality of life so all 3 could have similar layout for rune type to button mapping.

  • enchanting station to make embers less tedious, right not it feels like more work than it needs to be for the ember system. Comparing and tabbing through menus to get to an ember then an item then back to an ember. If there are not currently any plans for some type of Ember station, please consider.

  • better item comparisons to show runes on equipped weapons along with cost and button mapped

  • add preview for craftable armor. The resource grind is very real and a bit tedious. So having an item preview in the final build before committing extremely valuable resources to crafting said item would be a massive win.

  • add suggested levels in quest text.

  • adding a co-op ping function or shared map markers, even a cartography table to share map discoveries and markers with each other.

  • daily bounties reset timer on screen

  • Bounties. Much more detailed description of bounties would be great. Current end game plague bounties feel vague and extremely tedious. This could be a misunderstanding of the games systems on my part. But the end game bounties don’t make it clear that in order to kill your target you must kill all enemies in plagued area then navigate to the boss spawn. This feels tedious and an item or resource to spawn the boss would be a nice touch. Unless this level of grinding is intended then working as intended but imo doesn’t match the pacing or feel of the first 90% of the gameplay.

  • Housing. Give decorating your house more purpose with a stamina or focus buff or both based on how many decorations in your house or the type of decoration. Currently there is literally no incentive to waste vital resource that take a lot of grinding to get, on decorations for your house. Incentivizing players to farm mats for future rewards could encourage players to decorate and stay in their houses for resting, crafting and more.