I’d like to point out that a lot of the negative feedback I’ve seen about the game seems to stem from features that do have solutions—but those solutions are often hidden or not clearly communicated to the player.
For example, I was initially having a frustrating experience with the healing system. It wasn’t until I saw a Twitter post from the game’s creator mentioning the healing rune that I started using it. That single discovery drastically improved my experience. Without that post, I probably wouldn’t have discovered the rune for a long time, if at all.
This kind of situation isn’t limited to healing. There are other important mechanics—like rerolling item attributes using a specific item—that are easy to miss unless you’re closely following patch notes or updates. I didn’t discover that rerolling was possible until around 20 hours into the game, after I read about it on the forum. It turns out I had even read about the feature in the patch notes but forgot about it while playing.
Another example is the focus regeneration attribute, which is perfect for mages. However, when you start the game as a mage, there’s no clear indication that this attribute exists. I haven’t played as a mage myself yet, so maybe it’s already addressed—but if not, I think mage gear should have a higher chance to roll with this attribute, or there could be a better way to introduce it early.
One idea that came to mind: what if you picked a starting “class” like mage or tank, and instead of locking you into that playstyle, it simply gave you a special item—like a ring—that aligns with your chosen path (e.g., passive focus regen for mages, more defense for tanks). That way, players can easily swap roles just by changing gear, but still get an early-game nudge toward a certain build.
So my main suggestion is this: review the feedback you’re receiving and identify cases where the solution already exists in the game. Then focus on making those features easier to discover. I saw that a new tutorial system was recently added—it’s great—but many players skip tutorials. That’s why I also recommend adding a way to revisit guides later, maybe through an in-game help menu or codex.
If you make these improvements, I believe the player experience will greatly benefit, and misunderstandings like “the game is unfair” or “just wants to make your life harder” will be reduced. Helping players uncover existing solutions more naturally will prevent a lot of unnecessary frustration.