General Feedback after 30 hours

I’ve just beaten the Crucible after upgrading most of the town and hitting level 30 and had some general comments and suggestions based off my experience:

First off, extended character stats and stat ui / tooltips:

Show extended character stats like movement speed, attack speed etc. Its impossible to really know what half the stats on gear is actually doing for you right now.

Buff and rune tooltips, user should see values on generic buffs like health regen / stat boosts given by rune buff abilities, weapon oils, etc.

Food tooltip in quick menu, can be annoying to have to remind myself what food does what esspecially during a fight. Add a quick description in the quick menu.

Next is the stats themselves:

Armor: its way too oppresive right now, with healing items being set values and having a very long cooldown, Armor dictates your efective survivability more than health. Echo Knight is laughably easier with an armor stacked build as opposed to a light or high health build.

I think armor should be nerfed and some sort of benefit given to light loadouts (perhaps a flat x% damage buff for light / normal).

Make healing items have a percentage element (good ref would be Diablo 4 healing pots, they heal static values but also have a lingering percentage based heal over time).

Stamina: nothing wrong with the stamina system from what I can tell so far but there is currently a plagued affix that can completely invalidate it: ‘% chance to fill stamina on damage dealt’, I rolled this on daggers and now have infinite stamina / dodges so long as I’m aggresive.

Focus: I feel focus runs into some similar issues to Stamina but less so, the Focus regen stat ‘feels’ mandatory at times and I wonder if the game would benefit from a slight regen by default as occasionaly I just use Focus to keep a buff up as I travel and its a pain to have to find something random to hit to get some.

Moving over to the plagued affixes / items in general:

Enchanting: I feel its a little too RNG right now, only because its possible to completey invalidate an item because its affixes conflict, eg: Health regen and No heal over time can roll on the same item. Some sort of priority system that prevents contradicting rolls would at least allow you to make choices on an item to item basis and not just brick something outright.

Some affixes like exp loss on death / exp loss on hit feel redundant, I feel most players generally wont even consider them while leveling / learning and then at level cap these become OP because they have no downside.

Similar vein is the healing reduction affixes, I feel these shouldnt go higher than 25% per item, 55%+ on a single roll bricks anything that could compensate.

Perhaps some other tuning would be nice, having rolls like ‘overall speed’ hitting anything less than 5% also feels redundant.

An obvious suggestion would be allowing re-rolls or a way to improve your rolls after enchanting but this would be a significant change to item philosophy.

On to gameplay elements, starting with map layout / teaversal:

Overall, really like the open feeling and am so glad to not see yellow paint everywhere (if you know, you know).

However, I noticed with light builds esspecially that it can become very easy to blunder some of the more narrow / platforming segments, theres an ‘uncomfortable’ ammount of delay on how long to hold sprint without it dashing you off a cliff.

Also, for some very delicate sections, it seems the platforms are too small to allow the game time to register it should jump at the end of the tile? I had a few times in the quarry where trying to jump off the smaller bricks would just have me run down like it was a ramp instead of jump at the edge. I had like 40% movement speed so maybe that affects it?

Theres also an issue with attack lock on just plumenting you off an edge too, most noteable with the warping witch mobs, if you go to attack and she warps mid animation its not uncommon for that attack to carry you off an edge if you’re near one.

I think thats all for maps, combat now:

Shield mobs: I find these in general to be quite annoying, most are fine and you can bait a move for parry / backstab but in general they seems to ‘snap’ to their blocking stance way too fast and in senarios where you have to fight multiple it can be a huge pain to bounce off them repeatedly when the usual windows are not possible.

Additional note on backstabs, if the enemy survives one they ‘snap’ to an attack almost immediately once its over, 2h Axe mobs especially will nearly always do their hilt shove animation making them more dangerous to backstab than fight normally.

Speaking of Axe mobs, they seem to be a little overtuned? In general they seem to do a solid 2x damage compared to anything else in their ‘range’ (Echo 2h Axe mobs still hit me harder than the boss does)

Thats all that I can remember right now, hope this doesnt paint a negative picture at all, I’ve been enjoying it massively and will be trying out different weapons on new characters to see what else I can discover. Thanks if you read the whole thing!

wow thanks for the suggestions and all the information :+1:

No worries, honestly with some of the inital impressions my mind has changed toward of a bunch of stuff after a solid 50+ crucibles and capping out 3 characters to try different weapons I’ve found fun.

I’ll try create a more subjective list now I have a better grasp of itemisation, totally hooked on this and really exited to see how it progresses!

Ok Feedback part 2:

I’ll start with weapon balance:

My key takeaway here is that multihit is king. A weapon that attacks fast / has Rune Attacks that deal multiple hits outshine single big hits by a large margin thanks to how you can structure a build around it and (I’m not sure if this is intentional) how elemental damage ‘procs’ all your % on hit effects.

I built a character with Sinew that has extra life, focus and stamina regen on hit and it is practically invincible thanks to the multithrust Rune Attack, stack up some poise and poor Echo Knight gets stun locked to oblivion as my one button press gives me about 90 of the 100 focus I spent, 50 health and doesn’t even affect my stamina but will get me back to full if its low from dodges etc.

Similar experience with Daggers but just sacrificing the absurd survivability for extra damage.

Comparatively, I have a capped character with multiple Crucible clears using 2h Great Swords that is WAY more fragile. I used the Corpse Smeared Blade specifically most the time and its ‘opener’ attacks just need a straight up 2x speed increase. The rest of the combo having delay is alright but I believe the first hit to a combo should be much quicker to allow the weapon to be effective, the first hit animation out of a dodge is almost 2.5 seconds to pull off (thats tapping, not holding the button), most enemies will have countered you by then, making the dodge redundant.

There are other 2h swords with much more appealing move sets but they also fall into another issue shared with all slow weapons in the game: Focus generation. I feel Great Weapons in general need a solid 1.5 to 2x base focus generation to even begin to compete with some of the 1 hand / dual wield options. Stagger damage is in a similar predicament for the reasons above and could benefit from some buffs for Great Weapons.

I wonder if moving % health / focus / stamina effects to scaling off the damage dealt as opposed to your max health / focus would be a good fix for this and allow large slow weapons to have a more defined risk / reward play style. I had fun with the Great Sword playstyle but it definitely felt like I was deliberately handicapping myself at times, silver lining: it gave focus pots a function, I feel its quite easy to invalidate their use with ‘fast’ builds.

The same speed advantage makes certain move sets within the same weapon type vastly superior, probably the biggest example being Tulwar vs any other curved sword currently.

Moving on to Itemisation:

General critique of rings, a lot of ‘single stat’ rings are obsolete at their current values, a major example is Stone Tusk vs. Fierce, Fierce has Stone Tusks armour stats, at the same values, plus damage, making the former pointless. Similar situation for the ‘Overall Speed’ (I think it was called woven?) vs Agility Rings, Agility rings get a free 2 extra stats so why bother with the other?

Some suggestions to make these rings more appealing would be adding stagger damage / defence to Stone Tusk, this fits the naming theme and gives it a unique choice vs flat damage / armour values. Woven ring wise I think Overall Speed is fine as a single stat but it needs to rolling higher value ranges than Agility can. Maybe capping Agilities values at 10% and allowing Woven to roll 15-25% means it has a significant benefit to giving up the %stamina reduction on attacks / sprint Agility also has.

On the subject of Speed, the raw attack / movement speed stat seems to be more potent than ‘overall speed’. Loading up on raw movement / attack speed is noticeably quicker than hitting the same values through ‘overall speed’ alone, does Overall act as a separate multiplier to your raw values? With attack / movement being added to the base?

After experimenting more with Armor I also notice that it seems to ‘cap’ on Echo Knight around 800 or so, do bosses deal ‘True’ damage at a certain point? The reason I ask is I tried a super heavy armour build (1.1k or so) and it noticeably lowered damage from regular enemies but found that I was getting hit for ‘30’ white damage per hit from Echo Knight anyways which was the same as the 800 armour load out. If I’m just delusional, fairs, but… I actually like this concept, it helps remedy some of my early impressions of armour out-scaling health for survival stats.

*Edit: After experimenting further this is not the case, the extra Armor is indeed reducing Echo Knights damage, maybe it was just a visual bug or something the first time

I’m actually for ‘caps’ on stats in general as I like to be able to fit them in like puzzle pieces and then focus on misc stats I may have ignored if I can just infinitely stack one. This is likely very divisive though.

Only other note I can think of right now is the stage at which Tier 3 materials are needed in the upgrade process, Bear Paws highlight a big bottleneck right now which I’m sure is just the nature of the mid point the games currently in but maybe going forward it would better to require these materials at the end of a tier rather than transitioning into it so instead of being needed to go from T2 to T3, they are the capstone materials of the T3.

Hopefully this means you would naturally have gathered some by the time you get to that upgrade step going forward or at the very least, only locks you out from one upgrade step as opposed to 5 if we have similar scarcity in future builds.

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