Feedback on Build 29466 (Together Patch 1) — Visual Downgrade & Balance Issues

  1. Visuals & Performance (FSR Issues)
    Graphics Downgrade: The overall visual quality and texture detail dropped significantly (feels like a 20–30% downgrade compared to previous builds). The gap in visual fidelity between Wicked and games like Diablo IV has noticeably widened.

Weather & VFX: Weather effects, specifically rain, look oversimplified and unnatural (falling at strange, unrealistic angles). Combat particle effects lost their punch and depth.

FSR 3.1 vs FSR 2.1: The implementation of FSR 3.1 seems to have broken or degraded the performance of FSR 2.1. Despite the noticeable visual downgrade, framerates in Sacrament struggle around 55–60 FPS with frequent drops on high-end configurations.

  1. UI & Items
    UI Text Overflow: The item information panels are broken. Detailed descriptions, stats, and item texts do not fit inside the UI frames anymore and get cut off.

Weapon Models: Weapon models look simplified and lose roughly 20% of their previous detail, looking flatter in-game.

Off-hand Mechanics: Off-hand items still do not correctly pass their legacy stats/perks. Only the main hand (first hand) traits are fully tracked and applied.

  1. Combat & AI Balance
    The Death of Ranged (Bows): The nerf to bows is overtuned. The effective combat range feels visually reduced by 15–20%. Combined with the aggressive arrow gravity, bows are now practically non-viable for reliable kills.

Enemy AI: Regular mob AI feels less responsive and significantly easier/dumber compared to before (build 26863)

Atrium Boss Overtuned Damage: The boss in the Atrium deals absurdly high burst damage, hitting for 160+ damage per strike. For a high-level character with 321 HP, this means a 2-hit kill. For a standard character with ~100 HP, it results in an instant, un-reactable one-shot. Defeating this boss now heavily relies on spamming healing food (10+ times per fight) and specific builds (like Health/Focus conversion rings) rather than skill-based combat mechanics.

Not entirely sure what you meant..

So are you talking about shield armor/defense stat not being actively applied to your characters total armor?

I guess you also are talking about quivers..

Could you possibly give an example in case i misinterpreted something?

How much HP does the boss have in relation to the DMG you deal to the boss?

I think the boss’s high damage is due to the imperfect resistance system

If you can’t understand my sentence, translate the following Chinese sentence. Because I used machine translation.

我觉得回声骑士的伤害高是因为防御体系不完善导致的。