Thoughs and some bugs reports

Hi, amazing developers,
First of all, thank you for all the support and improvements in the first 2 weeks. It has been amazing the amount of problems solved and the quality of life changes. This last one patch 1 has improved A LOT the performance. Besides, thx for this amazing game. Its not so much content and still having so much fun with the game discovering new builds and experimenting with all of the items, enchants etc…

I’ve been playing the game for nearly 100 hours and I would like to share some thoughts and (not so important) bugs I’ve found.

I’ve noticed some stupid bugs that maybe are reported but I would like to mention.

Some bugs for you :wink: :

-When you activated the crucible after the first time, in the quest, at least in my game, the blood effect in the ground is always missed. Its so trivial but it is a very cool effect that I some times miss :).

-In the blue floor of crucible, where you fall to the water right at the beggining, the clean room open door sounds at the beggining, the door its not open tho.

-The most notorious one: In crucible boss, when you make the boss fall of the plataform (it rarely happens) you just lose the run because the boss never returns and doesn’t die neither. Maybe a teleport to the arena would be cool if you make him fall.

And now, some gameplay things I miss/would like to see.

-First, there are a lot of weapons which moves forward when you attack. This forward movement sometimes causes you fall off a ledge/cliff. Maybe a ledge protection (like elden ring has) when you are moving from attacks would be could. It happens too with backstab animations when you walk back. I know it’s “part of the positioning” combat system, but sometimes (specially in crucible) there are small areas where you need to swing and you have the fear to fall and lose the run.

-Then, I want to say, there are A LOT of possibilities in this game for making builds. Fast hits, big slow hits, range, melee, magic, shields, parrys, close combat, mid range, slow armors, fast armors… I mean, its an early access and still there are WAY MORE ways to affront the combat that in most of the games out there (even most of AAA’s). To that, I have to say BRAVO to you guys. Still, there is a thing that I really miss in this one and I think it will fit perfectly. It is the crit chance/ crit dmg system. As i said, there are A LOT of possible builds, but I rilly miss a crit bassed one :).

-Finally, I know balance life drain in this kind of games is so hard, because you make it strong and is soooo OP, you make it weak and its almost useless. Right now, I think it is a bit overtuned. With my peak character build I can pretty much overheal the damage from crucible boss. Im using the “pestilent ring” (dont know if its the name in english, I’m spanish “anillo pestilente”) and only with that and the double dagers its prety much instant refill life with a combo (even after the patch which nerfs it). SO, that said, I have an idea that maybe helps you. I’ve notice the percent on healing effect does not affect to the lifedrain thing (or at least, I think so from what i’ve tested). So maybe the way to go is making the base drain effect so low but making that % healing effects change that initial value. Whith that you would need to do a more “life drain” focused build.

OK, so thats all I have to say.

Again, thank you for this amazing game and the support and I can’t wait to the final release.