First impression to end of Act 1

So far i am loving the combat and story. I personally am liking the difficulty, and this is coming from someone who has never played a souls game. The boss fights are great, and well telegraphed (for the most part). Here are a few things that i noticed up to the end of act 1 that i feel could use looked at to improve the overall experience.

-Played the mercenary to the end of act 1, great class. Very creative and fun to play. I did notice that if you reload a shot in the crossbow and roll right after the sound, you have to reload again after roll has finished. This might be intentional as im not a designer, but seeing as you guys had described the class to something like a shooter, this is kinda irritating. I played many FPS's and you tend to use both sight and sound quite a lot to help identify what is happening around you. If i shoot and plan my route while fighting, i use the sound of the reload to know when i can shoot again. At least for boss fights in game that needs you to be very aware while dodging and shooting, this can be very deceiving as you hear the reload, dodge an attack, line a shot and... crap reload, just lost my window of opportunity. Maybe this can be mitigated by passives, like attack speed, but it is rather annoying.
-The count fight is great, but his one attack where he jumps up and lands down in a red circle, i at lest have never been able to dodge it once. even when i know its coming. maybe adding 1 more second to this would make it better.
-Tired warrior and monk, monk seems ok, but i had a really hard time with warrior. IDK if its my personal "range bias", but being rooted when attacking seems to be what makes it so hard to survive. ranged classes can move around an ennemy, but melee attacks (basic attacks anyways) have a sort of "if you want to attack, accept your gonna get hit" feel. Maybe this gets better as you progress, and not sure if movemennt would fix it, maybe a quicker type of skill attack that you can kinda spam? Not sure, ...maybe its just me having that issue.
Last bumped on Dec 9, 2024, 3:55:02 AM
Update to the end of Act 2. What a different expierience... and not in a good way. This will be a long one.

-I'll start with slight correction to the reload issue i had before. This can be mitigated by 5 passives in total (crossbow reload speed), 4 small nodes and a notable. I got the group of three (with the notable), for a total of 70% increased reload speed. This is where i think default reload speed should be at. And the more i thought about it the more it makes sense. It hit me when i remembered the merc gameplay video. Johnathan said (and im paraphrasing here) " a crossbow shoots different than a bow as a bow must be drawn back to fire while a crossbow you just pull a trigger, making this class feel like a shooter". And while i do get that feeling, and i havent played ranger in this game yet. But i thought wait.. what bow drawback? Yes in POE 1 there was a slight 1/4 of a second where you can see the ranger draw the bow back and fire, but it still felt pretty instant. And you can fire faster with attack speed bonus, this kinda makes the merc a semi nerfed ranger as now you have to essentially waist passive points into reload speed just to keep up with average DPS. I realize its more complicated, especially with the machine gun skills in play and diffenent types of crossbows having different reload speeds. But honestly i would just get rid of the reload passives and put a base, unmodifiable, reload speed around the 70% increase that i experienced.

-Player power felt good, right up to when you have to investigate the three areas in any order you want. I dont know if i just got really unlucky with weapon drops, but progression was like trudging through mud. I was surving just fine, but it was like shooting confetti at the enemies. And this probably wouldnt be so bad if monsters didnt reset on death. Make one mistake, or get trapped in a corner, and you didnt get a checkpoint yet; sorry, do it all over. yea the map stays but it seems like a lot of these maps are somewhat linear and very tight. Almost forcing you to kill every enemy. Turn off monster reset on death and please, for the love Innocence, allow phasing through enemies on roll.
Also consider starting drops for increased support gem slots in act 2. I still havent gotten 1.

-Some minor graphical bugs noticed. Large, square, white chunks flash on screen when moving in rolling encampment. IDK but i assume it has something to do how the encampment visually looks to be moving on the ground. Act 2 end boss, when frozen during sword slam attack, his sword would dissapear and when he resumed the sword stayed invisible and made it impossible to tell when to dodge attack. Didnt happen all the time, but id say maybe 60% of the time it happened.

Please note, this is not an angry review. I still think its a great game. I am fully aware this is the whole point of it being in early access. Just food for thought.

Report Forum Post

Report Account:

Report Type

Additional Info