High Difficulty Balance Feedback (Endgame Issue)
The game feels great at the start on the highest difficulty.
It’s punishing, tactical, and rewarding — one mistake means death, and blocking/dodging really matter.
However, the Cerime Well or daily quest completely breaks progression.
The XP gained there allows players to over-scale very quickly, turning the game into pure monster bashing. Max-damage builds (mage or two-handed) end up one-shotting everything. At that point:
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Parry becomes irrelevant
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Elemental effects become irrelevant
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Crowd control and stagger lose their purpose
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Friendly fire becomes more dangerous than enemies
The core combat depth disappears.
Suggested Improvements
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Reduce or remove XP from the Cerime Well
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Increase monster HP significantly (x3–x4) on highest difficulty
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Add diminishing returns on damage and life gain
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Introduce a higher difficulty tier where enemies scale with player power
There should be a difficulty mode that rewards coordination and mechanics — not just raw burst damage.
Elemental Synergy Suggestion (Encourage Team Play)
Elemental effects could be made essential through synergy mechanics. For example:
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Shock + Burn → increases total team DPS on that target
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Plague + Frost → reduces enemy defense
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Multiple afflictions → trigger special debuffs or stagger vulnerability
This would promote coordinated builds and make elemental play stronger than pure damage stacking.
Bug – Black Pearl & Negative Max HP
The Black Pearl (+100% enchantment at low life) works correctly in town and in the normal world.
However, in infected zones and the Cerime Well, the negative max HP modifier seems to recalculate incorrectly. HP goes back above 50%, and the low-life bonus no longer triggers properly.
This appears to be a max HP recalculation issue when entering those zones.
Great game overall — but the highest difficulty currently loses its tactical depth in mid/late progression.