My Thoughts Sofar (Summoner Witch lvl 33)
I am playing the witch and have made it to the boss at the end of act 2.
the focus of my build is using the Skeletal Arsonist and Unearth. Passives tree that I have provides, +118% minion damage +40% minions revive faster +9% minion attack/cast speed +25% minion life Mind over matter +30% mana regen rate +12% recoup as life 15% physical recoup as life 15% elemental recoup as life various attributes(adjusted for gear needs and pathing) Act 1 was fun the bosses were interesting and fun to learn their mechanics. Getting skills and their supports felt good. The loot felt like the was not much there. The rare and magic packs felt not rewarding for the effort needed to deal with them, when you defeat them and nothing drops it dont feel that good. this act took me about 3.5hrs to complete this was good. Act 2 the area looks great and the bosses are fun to figure out. At this point the skills feel like they are at a stand still with progression and are falling off in the damage department(at least for the minions). The mods on the gear in act 2 dont feel much better than that of act 1. The map travel idea is cool but I feel like the location markers on the map need a little more pop to them to make them more noticeable as sometimes it took me a moment to locate them on the map. Quite a few areas in this act did not seem to work well with minions as they would get stuck in small doors behind the one minion blocking the rest out. Minor adjustments I would like to see in the future. -Slight buff on the loot drops for rare/magic packs. guarantee at least a larger pile of gold to drop or some white bases to make them feel better to spend the time on. -Slight buff on the dodge roll. increase its roll distance by 1-2 character model width and maybe a 10-20% speed increase to the roll. Potentially a upgrade later on is to grant the player phasing during the roll to get out of sticky situations. -Minor adjustments to the Skeletal Arsonist, they need a small buff to damage. Idea for the fix could be slightly more base damage per gem level instead of just reducing the spirit cost. -The passives that increased the respawn speed for dead minions feel like they did not make a difference to have or not as the skeletons still felt like they were down for too long. A reduction in respawn time of 1-2 seconds off the base time could resolve this or some mods on gear to reduce it further. -Most of the enemy ai would ignore minions damaging them and target the player that is dealing no damage which did not feel right, suggested fix would be a support for minions earlier on that can draw aggro away from the player when the minion damages them. -Minions just dying when the player gets too far away from them is not fun. Suggested fix would be to change the minions from just dying off when the player gets too far away is to move them to the players location or just respawn them next to the player as if the player has just summoned them without the respawn timer. -The Gambling vendor could be changed a little bit, the limited stock feels too little for fun. I have 2 suggestions to make it better. First one could be to remove the limit and increase the prices to gamble by 20%. Or change how they gain stock from just when killing unique bosses to rare mobs and unique bosses. Things that I dont think were intended Some of the enemies were pushing the player model without attacking and getting stuck inside of the players hitbox and forcing both enemy and player to be slid over to a nearby wall of which the wall would break the player and enemy free from each other. sometimes the enemies would shove into other enemies to get to the player getting clipped into each other causing the slide into a wall thing to happen and sometimes could scoop up the player too. In act 2 there are some sand golem like enemies, if they are in a essence they can attack the player still even in stasis. They also can get stuck if the player cracks the essence open when they are climbing out of the ground and they stand there while the player beats on them. At the start of act 2 the Hyena boss if you lure it away from its fighting area it can path back to its starting point and get stuck with massive regeneration and will just stand there while you hit it, it broke out of this for me when I got its stun meter maxed out. Last bumped on Dec 7, 2024, 5:23:18 AM
|
![]() |