I absolutely love the way this game starts. A more linear level, a ton of exploration, leveling up, souls-like combat, leading to a challenging boss fight. I thought the game would continue like this from one level to the next, however, the game takes a sharp turn once you reach Sacrament, and it turns into a less souls-like, more mobile ARPG game, focusing on a lot of tedious farming, shorter quests, with underwhelming returns/rewards and you re-exploring the same levels over and over (though the layouts do change). I would’ve loved if we had more and different full levels with boss fights like the very first level leading to Sacrament, but if you’re going to make the game so grindy, the rewards (e.g. money, loot, resources) need to be doubled or tripled in some cases to make this process less monotonous and unfulfilling. Because of the durability mechanic, and you get so little copper/money when fighting, you can’t ever save up because you’re having to spend all your money repairing items. So either money needs to go way up, or durability needs to be much more so we don’t have to keep going back and forth to the hub rather than doing what we all want to play the game for. Also, weapon/armor drops should scale to your level/build so you’re not getting items you need 20+ more of a stat to even use, which takes away from the excitement of random loot drops.
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I think they should add side quests to old areas to make backtracking to them more interesting, I can personally see bounties getting old quick.
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