Things found in 4 hours (co-op test, played solo)

Here is a collection of thoughts after playing in the experimental co-op build. (Played solo, previous play time, lost count at probably 350+ hours)

I love the new shield changes, however, and this may be because I haven’t played in 6 months, it feels like both that I can’t make a parry (or the enemy reaction has been reduced to not being able to tell) and that I seemingly can no longer block with 1 handed weapons at all. (That may have been a prior change. I pretty much never tried to block in several builds.)

Resource gathering bar; typically red is bad, so I didn’t know I actually wanted to press the second time during that last bit. Maybe change it to a different color? Maybe gold? It’s kind of counter-intuitive with the red.

New cooking animation; love it.

Building progress on the menu for building; love it. So much easier to remember what I’ve partially invested in.

New tutorial things; love it. - Though I question if auto-equipping the passive runes is a good idea. I wasn’t aware I had one for quite a while.

Set lock” - Typically when I have an option to I’ll play something between warrior and rogue. It would be great to have a “set” lock which can be toggled if a person has an equal number of main and off hand slots. When the “set lock” is on, then swapping either the main or off hand would swap BOTH. So, as example, I could have a sword and shield in the first “set”, then bow and quiver in the second “set”. When I swap either main hand or off hand it would change BOTH items. I get this only affects a very small number of builds, but for this build option needing to click twice to change the ‘set’ kind of greatly increases the time it takes, discouraging such builds.

Rune UI; I suppose maybe I’d get used to it. Realistically once I ‘know’ a rune I tend to never look in that area, buuuuttt… I am getting older (56 now :frowning: ), and so a potential 12 buttons for special things, on top of all the other things, seems like it’s going to get very confusing if I don’t keep a static build. I know this would potentially be messy for the UI design team, but I’d love an option for the “default” rune setup, where it currently only shows the one line, but then also, an option for an “expanded” view, where it shows all 3 lines all the time, and then maybe a “larger” view, where it shows all 3 lines in a bigger format. Image included for examples.

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Couple more hours played, a few more thoughts…

Gordon; he’s back to being free? I didn’t need to rescue him from the tower?

New enchanter apprentice; :sob: :smiling_face_with_three_hearts:

Food recipes: Haven’t found a single one. I suppose it’s fine if they are more rare in a multiplayer environment, but I’m level 11 now, and in previous builds I’d have like 3 or even 4 different recipes by now. I’m running out of food quite a lot.

Bows: Love the change, though this may have been how they originally were? I remember I had a super hard struggle with them when EA started due to the heavy stamina drain. I need a Strength based one though (crossbow). Do they exist? Suppose that may be less of an issue when classes go in, but I normally hybrid Warrior/Rogue and I probably won’t have spare points to throw into Dex.

Bows focus gain: Maybe a bit too strong? Seems kind of easy to stay with bow, plink plink, then stay full heath because it’s only 5 shots for the small heal. I do NOT main bow, so look to others who main it for further thoughts.

Healing: Another way I tend to lean is Paladin-ish. The base heal is way too small to continually spam. Was the chain heal removed? I haven’t seen it yet. Enchanter is currently tier 2.

Food: oooohhhh… this is a thing to research now, got it.

New shop design: Love them. Changing zones wasn’t exactly long, but these are still way better.

armor/weapons: My brain still expects to see metal armor on the blacksmith. Still strange that was moved to cloth sisters.

Haven’t found too much else for the specific experimental build, but certainly things I’d hope to see in the future are still a “lock” to prevent an item from being sold (or enchanted/rune changed) (and buyback) option. (Example picture of the UI with locked items.)

And something that I’ve been wanting that isn’t too critical would be a favorited thing for crafted items, most specifically food. Ideally too there could be a sort by health recovered with food.

Example picture with favorited stars and sorting the favorited first.

Last thought for later improvements… it would be nice if refining stations increased their capacity with the tier upgrading of the crafter in question. Don’t know if the home stations are better, haven’t looked at them, but it’d be nice to add in more things to refine since you spend more and more time in the field as you get higher up. I don’t necessarily mind coming back to down often, but it does feel a bit frustrating to always only have 8 spots.

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No xD, if you’re curious about the new bows I wrote this topic: NEW BOWS Movesets and Runes can be Improved

All bows have the same focus gain but different bows have different attack speeds, and the short bow is very fast, and therefore also gains a lot of focus.

No, you have to wait for Eleanor to sell it to you again but you have to wait for the RNG.

I agree, also the possibility of buying back items just sold.

Great idea, so when you finish the food instead of automatically going to the strongest food it goes next in the list.

I would like it if instead of making the items one at a time, you could make them all at the same time because at the moment the high tier items like silver take a lot of time.

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Probably the last things since my main is now maxed…

On the research table, I’d LOVE to be able to see the armor / weapons I’m about to learn. Right now the pop-up of what it is covers the image. Maybe move that? Or add a “preview” button so you could preview the thing on your character? Also a touch more lore might be nice, though I get if there isn’t space. I like to wear armor appearance in games, but will never wear it if it’s owned by a poo head faction.

Also I don’t think I’m a fan of the new exalting system. Not only does random not feel great compared to knowing all the things will improve, but when I fully exalted my sword I didn’t see the overall stats improve. So it’s like, if it’s just bumping percents slightly higher I question if this is really worthy of the name exalted. It feels like just rerolling at the enchanter, especially if it’s an old item, might gain the same kind of increase on the enchantments. With the previous exalting I’m pretty sure it maxed the enchantments, so I knew they were the highest they could be.

Also, I think the slash on the side is too subtle. It’s hard to notice it. Maybe some kind of filigree? Obviously not as big as the example, but something maybe along the left AND top edge that ‘breaks the frame’? (I didn’t play Marvel Snap long, but the edge break and fancy border of a maxed card looks really cool.) Maybe even change the border edging completely? Not sure on that, since it’s kind of hard to already tell the difference between blue rarity, purple, and crafted orange.)

(base version on left, recommended change on right, obviously not this big, as that would bleed into nearby items)

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