Currency / Salvage for Runes&Cores / Progression thoughts
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Hey GGG,
Didn't want to make a post for each one, just wanted to share some suggestions that I think would make some small improvements here and there - Disenchanting: It seems odd that disenchanting a magic flask gives you the same amount of transmutation shards as disenchanting anything else magic. Maybe similar to gold, the # of shards given corresponds to quantity and rarity of modifiers + item type? I'm finding that I just pick up flasks to get this currency, which seems weird to me - Feel like augments don't feel like they are at the right enough ratio. Transmutes feel like they're sparse but easy enough to get as the first starting point to crafting, and regals feel like they proportionally make sense, but augments feel rarer / harder to get than they should be? (This is mostly about ratio / proportion, not overall quantities) It does make me miss having some way to get augments via selling. - I think it would be helpful to have a way to reclaim runes / soul cores (namely the latter) but at a high cost. I got a soul core that I want to use, but won't until I happen to get good enough gear for it, even though the core would probably help immensely. If for example it cost 5K gold for runes, 50k for soul cores, and you don't get any artificer currency.. i.e. enough of an expensive tradeoff that it's still a meaningful decisions, without feeling like I absolutely can't use it until I get something worthy enough to use it. I think it's also a small enough change to help make the campaign at least a little bit easier without being game-breaking...? - A few map legend suggestions: a) Showing that greyed out icons = completed (would constantly confuse whether it was something I finished or not) b) Make the "Djinn Barya", "Inscribed Ultimatum" and "Upgrade" icons their own line items (for two reasons: 1) the "Boss Encounter with Djinn Barya" doesn't sound like it drops trial currency but instead that you're fighting Djinn Barya; and 2) seems repetitive to list "Rare monster encounter with djinn barya" and "Boss encounter with djinn barya"). Wording it like "Encounter drops trial currency" or "Encounter contains upgrade"? And then not a suggestion but a thought on progression: - In the normal acts, it felt good that I had to change skills / supports / passives / combat strategy to get through content without being too gold-dependent - I did hit a hard enough wall in Act 3 though that felt insurmountable at times - In cruel act 1 I happened to get a big upgrade to my weapon that made cruel acts 1, 2 and first half of 3 feel like a breeze in comparison to normal difficulty; despite having mostly the same build - If this is intentional for EA because "Cruel" is EA specific, then perhaps disregard the following on progression thoughts (though, I'd like to think Acts 4, 5, and parts of 6 would have also been a lot easier, since they should be following similar monster levels). Obviously some of that has to do with knowing boss mechanics ahead of time, and also having played the game for some time. - That said, I do feel like luck made it disproportionately easier enough. I didn't feel like I necessarily got enough currency earlier that I could make even small gear upgrades reliably enough. Just my two cents though. Either way, am loving the game, mostly think only small QoL and small bumps to drops would pay large dividends! Cheers! Last bumped on Dec 10, 2024, 5:16:48 AM
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