So I’ve logged 76.3 hrs in this game now, beat the main campaign, crucible multiple times, I believe every single pestilence boss on max difficulty.
I want to start by saying I really like what the team has done with wands. It’s the first game for me that makes mage gameplay feel right, it doesn’t feel campy like a lot of others. I especially enjoyed using the fused coronet for its unique effects and animations during its standard attack combo. The levitation during attacks is a unique and really nice touch and makes you feel like a masterful battle mage unlike a lot of other games.
There’s also a solid variety of utilities added to the various focus attacks, like repositioning, element procs, i-frames, AOE etc. Also just wanna say I hope wands get some unique animations for some of the staff attacks they can use, primarily inferno, it would be cooler if you could channel it with 1 hand.
That being said, I feel that the focus attack + resource concept as a whole is very lackluster, and applies to some extent to mage builds but much more to melee builds.
The issue of the game is, it wants to follow that souls-like formula and tack on ashes of war (focus attacks) in an unsatisfying way and still label itself an ARPG. Before I get into why I think this is, I think it would be a lot easier if you analyzed the Khazan: First Berserker combat system. I think that’s one of the few souls likes that successfully expanded that initial formula to allow for more combos and customization:
Now I’m not saying I want wicked to play like this, and most people can’t even play at this level but the idea is that after going through an extensive skill tree to add new modifiers and abilities, you can seamlessly integrate all of it into your gameplay. You’re not adding an extra ‘I win button’ that takes ages to channel. This is my issue with the focus system, it’s not adding to the core gameplay in a meaningful way, its just adding am extra animation that does the same thing as your basic attacks and more often than not is not even cool which I’ll get into later.
I feel like instead of every weapon contributing one more meaningless focus skill, we should get fewer, tighter skills that we can integrate into our combos or vice versa. One idea off the top of my head is the classic 2H whirlwind ability. A lot of attack chains ending with sweeps for example could go straight into this, and a perk that could be unlocked is the ability to parry during whirlwind for example.
Focus as a resource also doesnt feel right for 2H, because you need to put points into it to get more out of it, but as I was saying earlier, you want those additional skills to become core parts of your combat, so having to spec into a mana stat as a fighter to perform extended combos doesn’t feel right. I know that in other games with class based systems, each class generally uses their own resource, so a fighter would have a rage type resource that unlocks and modifies abilities. Although at first thought that doesn’t seem too different to focus currently, it could scale with stamina, strength etc. I also think something that could be unique to wicked is there were multiple resources like mana (mage resource), focus (dex), rage (strength) that were available to any base character, and you could create hybrid classes around them, like a berserker mage for example (idk didnt really think much about this part tbh but sounds cool)
Another thing I want to comment on is the animations themselves. As I said at the beginning, I like the wand animations because they actually make you look like a competent battle mage. I can’t say the same for 2H.
The thing is, although its not realistic (and ironically kind of is), taking 5 business days to swing a massive sword around isn’t cool. The appeal of that archetype is the idea that the character is powerful and competent enough to wield it as if it wasn’t a massive 40-100kg sword or whatever (see Berserk). Its not realistic that anyone would even use such weapons if they can’t wield them effectively. So in the context of this universe, it would be realistic for our uber powerful cerim to wield them with more speed and accuracy. Of course they still have to be one of the slowest weapon types but not to the degree they are currently.
So why would you use a 1h? Offhand + more mobility, and probably some other reasons. I just don’t agree with making 2H lame just for balance reasons.
Going back to wands and mage combat, I think it would feel a lot better if you could chain some of the lighter focus attacks, like fireball for example. I think you should be able to recast and not have to go through the whole initial animation but continue from the end of the first. Kind of similar to what I was asking for for 2H but, smoother. seamless transitions between spells if applicable. Also, being able to use flash during spells like you can in league would be cool. I don’t want to be too nitpicky but i also don’t really like how outstretched the characters arm is while casting fireball, holding the staff so far away makes it look like they’re charging it up with their physical strength rather than magical. It goes back to what I was saying about making the character look more competent through animations.
I kind of just dumped a lot of my thoughts here tbh but I hope someone finds some value in them. I also want to finish by saying I really enjoyed this game and I think it has a lot of potential.