Feedback from an Invoker Monk using a controller. (End of Act 2 40+ Hrs)
This post is focused more directly towards giving gGg Direct feedback, but i tried to word things in a way where players still learning the game my find some value without bloating the post too much. Also the post is a very rough draft. it could be organized and cleaned up better, however I feel it is more important to just get gGg the feedback asap, and reddit is wanting a Monk guide that I am going to start working on after this post. so heres what I have so far from playing through the 1st 2 acts.
General Gameplay - Dazed icon blocks view of Culling Icon. (Would be better to have the instant kill available icon shows over the one that stuns....) - Death sound is not distinct enough. (Have thought I died then died right after as a result.) - Amount of total equippable skills seems lacking. At 1st I had more skills then I could balance mentally, and only used a few. Once I got used to comboing with Monk now I wish I had more elemental combo options. Would be fun if more slots were slowly added with major updates as a way to handle power creep. Adding depth to combat over speed/raw damage as a means to channel power creep would be interesting. - Having an indicator when a portal is close to closing would be clutch. (ie If I am in town fiddling with gear, and the portal shifted from Blue to Red it would push me to quickly finish up what I am doing and head back into combat.) - No real use of wisdom scrolls. Hooded one, and infinite portal use makes Wis Scrolls mainly useless drops. Being able to upgrade scrolls into other currency or really just use them for anything tangible would go along ways. - ability to sell uncut gems for high amounts of gold. (ie trading off the ability to get/upgrade a new skill vs gold to get new gear keeps gem drops a viable way to farm gold for upgrades even after acquiring every relevant skill, plus gives players a way to trade gold) - Allow gear swapping while only having 1 weapon equipped. (So I can swap Auras, and skill nodes mid combat) - Minion options for all classes. (A ranged Character could use a tanking minion early game, a Melee character could have a minion provided buffs/heals. I use the Sniper for Armor Break (minions could function as companion characters, and not just as a giant horde) - A setting option to allow auto pickup of currency items/essence would remove some frustrations with getting a great drop and dying trying to pick it up. (Using the text box for item pick up history would pair nicely) Monk Specific - Activating Bell Skill and a Flask right after results in Bell appearing with sound fx, then disappearing due to flask use resetting Combo. (I think the combo reset was a glitch and you fixed already) - Level 9 skill tier doesn't have anything for Invokers. Where I am now the next 2 tiers of skills I can get seem uninteresting. Only skill left worth while seems like the teleport attack. (more ways to build and spend Charges would be nice, including having multiple types of Charges) - A unique context button to allow rolling over the bell would be so badass. (Needs to be seperate from regular roll to avoid frustrations) Controller Specific - Having Roll and Interact on the same button results in every time I Dismantle Gear from the Vendor I roll. - Every time my controller disconnects I get disconnected from the game. (issue may have been fixed) - Lacking ability to tab between acts on map screen (like how changing tabs in Stash works) - Can't Scroll full size map. (Right stick would make sense) - Quick Transfer (Y) from Inventory to stash, Drops items instead, in Chest Room of Trials, and in beginning of act 3 (needing to manually transfer all loot from the run is a pain in the ass.) - Retrying Trial dialogue option is missing button shortcut. - Highlighting Trail token at the Relic Altar says "X Use" but does nothing. - Would like to be able to bind interacting with an Essence alter to an alternate context button. (have A for Roll and interact, which is fine for accidentally picking up items, but dodge rolling though an essence alter triggers it). Overall would be nice to set a variety of different types of interactions to the different alt subcontext options. - I love the Right stick menu navigation. Would love to see it expanded on. (Doesn't work well for currency stash tab) - A vid breaking down intricate uses of controller navigation in game. (ie release an update with one of the main features being a focus in increasing controller functionality and make a vid similar to the end game break down showing all the cool interesting ways you can use the controller to effectively play your game.) Minor Issues - Can't equip with X while comparing to current. (Inv) - Health Flasks in Inventory/Stash show current charges (ie. Always 0) instead of how many charges they can hold at max. - Firewall targeting has issues at melee range even when 1v1ing. - No way to view what icons on enemy health bar mean. (system to view your own is in place, just missing ability to view more elements) - Need an ability to view item shape prior to pick up. (Ran into issue with a large oblong Quest Item with a full Inventory trying to make room but had to guess to clear space) - Wall blocking sight of Myself/Enemies (Escape Trial) - Death on Rattlecage doesn't give option to respawn. (Have to use keyboard to Quit game/go to Character Select screen) - Can't Salvage Quality Flasks - On loading into game with a checkpoint on Act 2 Boss I was able to attack him and bring him to the 2nd phase before he did any attacks. (assets were still loading) - No ingame way to View patch notes Loot Loot system seems really well tuned. When I was getting ready to enter the mansion I had all rares except 1. Checked my Regal Shards saw I only needed 2 more shards to upgrade my last piece. Community issue seems to stem from lack of explanation. Loot mechanics aren't explained. Loading screen tool tips encouraging players to disenchant 10 magic/rares to upgrade your current normal and magic up a tier for Act 1, and tips related to elemental mechanics and handling large mobs for Act 2. (class specific tips would be helpful too.) If a player dies then Portals to and from town combat tips should take priority during load screens. When making progress loading screens could contain lore and other immersion building things. Attack Prioritization The Monk requires precise enemy targeting and can't use the right stick to target while also pressing buttons. (Mapping clicking the sticks gives buttons that can be pressed while thumb is on RS) After Triggering [Tempest Bell] Next attack should prioritize Attacking Bell. Same with an attack coming out of Roll near Bell. While an enemy that is outside of Bell but closer to player then bell and within attack range should prioritize enemy over bell. Likewise if no enemy is within bell range but within attack range attack priority should be on enemy. Priming and Detonating A lot of the Combo system is built around "Priming" and "Detonating". Dazing an enemy "Primes" them to be "Detonated" by [Staggering Palm], While Shocking an enemy [Primes] them to be "Detonated" by Tempest Furry. Similar with culling enemies with [Killing Palm]. Having a system wide view of "Priming" and "Detonations" Triggers as its own Keyword would open a lot of options, From backend design ie assisting with attack prioritization to "Keyword" functions, to having Support/Spirit Gems that trigger an effect whenever any detonation occurs. (ie having an aura that ignites an enemy when detonating, adding an element to all attacks on detonation, trigger ES regen, Add leech for 4s etc. (see Mass Effect 2 and 3 Combat for a more focused version of Priming and Detonating.) [Staggering Palm][Killing Palm][Siphon Strike] Should prioritize hitting "Primed" enemies. (and all other similar effects across the board.) Being able to easily trigger Staggering Palm's Projectile enhancement would alleviate a lot of frustration dealing with large mobs. Trying to hit a Dazed enemy up close to trigger range to hit Bell in the middle of a large crowd has resulted in teleporting to enemy in the front of a pack behind current pack resulting in getting swarmed. (Tap to target close/dynamic triggers, and long press to target enemies at range would allow much deeper control....likewise long press Bell attack on summon to trigger initial blast and stun enemies on drop would be Sexy.) Enemies Mana/Flask Leech enemy modifers are immpossible to deal with as a melee. If being near an enemy drains my mana and I cant use abilities I can't fight them. Same with having health flasks drained. Losing all health flasks just for fighting 1 enemy. Any time I see those its a wipe. They either need to be moved to end game, or need to burst like "Periodic [Elemental Damage]". In General "Periodic" Effects are much more fun and "Engaging" then "Auras". IMO enemy auras as a whole should be Changed to Periodic, and an end game map modifier could be used to change Periodic to Aura. Likewise Stunning/Armor breaking an enemy should disable a wide range of their abilities, especially ones that trigger when you attack them. - Shock Mod enemies look like Shock Ailment enemies. - Abdomen of Small Spiders in 1st Trial Look like dazed icon - Enemies that can rez minions Keep rezing minions without any idea of where the one rezzing them is at. (needs some type of fx showing a trail from lead mob to minion Inventory Management - Large Quest items are clunky. Collected all parts for the horn, and assembled it then wanted to do Trial runs, and had to take the horn with. Mini Map How has the in Mini Map been inovated on from D2? It is very very basic. Useful for nothing but trying to find the exit or checking map exploration. There is no feedback for enemies, interactables, or loot. The experience I had that made me realize this was seeing a rare chest in a spot I could see it, but couldn't access it. Needing to find a path to the chest. The map doesn't mark what I can see. If the chest was marked on the map it would create a more engaging gameplay loop. Furthermore the function of the small map in the corner vs the full screen version are the same only bigger or smaller, yet the needs of a player using each version are different. (Halo's basic radar has useful functionality to players that your's is lacking, and that is a basic example.) Would be nice to see % of map explored. Stat Stuff - Main Armor, Evasion etc stat in Character Screen show % estimates but not the raw number. - Can't understand the actual value current attribute level is providing. (ie how much life am I gaining from strength) - Can't tell how much total stats im gaining from Passives. (ie Crit chance. How can I properly build for the Crit branch of Invoker Acendency nodes if my weapon and skills dont tell me how much my crit chance is post skill nodes and other effects?) - Applying an exalted orb to add a new stat can be unclear on what it just added. (ie highlight new line) - In advanced info would love to see base damage+Modifiers=Output. (ie cold infusion on attack I could see what the base value of the attack is, see the specific value the equipped support gems are providing, seeing the current value my equipped gear is providing, and same with current passive skills) - Weapon info needs a clearer understanding of actual output damage. (Not having this is why people want combat dummies) Controls Simultaneous Controller and KB/M Support Both input methods have their uses. There is no beating a mouse for a FPS, or a controller for action games. Combat as a melee is way more enjoyable with a controller. Once I set my layout to an action game. X and Y for light and heavy attacks (Ice Strike/Falling thunder), B for special (Tempest Bell), RT for movement attack (Siphoning Strike), and bumpers for Utility moves (Staggering Palm, Flame Wall) with Alt abilities using similar layout. (ie Tempest Flurry is the alt of Ice Strike, Wind Blast is alt of Siphoning Strike, Freezing Mark/Conductivity is the alt of Fire Wall) however a controller simply can't handle in depth inventory management. Controller+Mouse is optimal. Being able to pick up an item with my mouse and use the controller to cycle tabs or use other controller shortcuts while having the quick movement of a mouse and typing on a keyboard would make fiddling with builds go much smoother. (Eventually it would be nice to have proper Steam Controller support, but pure controller gameplay needs a lot of work. Especially when it comes to the skill equipment system. Gearing - Can clearly see when below required stats for current equipment but can't view what that total is when above that line. Skill Menu The Skill menu is clearly designed from a KB/M persepctive. "If I am holding a controller what buttons do I need to press in what order for my combos?" that is the foundational focus the menu needs to be built up from. A list of skills and assigning them to a hotkey is a PC/Keyboard/Developer focused way to build the menu. There is a difference between Skills 1st into key presses, and Picking up a controller and trying to figure out what does what. - Can you easily tell what each button does including what skills are equipped in what spot, as well as what support gems are attached to each one? - can you both select a skill gem and then choose the slot, as well as do it in reverse? (Select an empty socket and then click on a Gem from inventory to equip it straight into the socket.) - Quick Swap Gems - Easily adjust the order equipped skills are listed? - Access the Skill set config menu directly without attempting to assign a skill to a slot 1st. - View Assigned buttons from skill list. Suggestion: Rebuild the Skill Menu to be more controller player friendly. From Gameplay (in combat etc) Pressing select>LB>Left stick left>X>B That takes you to the "Base Skill Menu". That is the main screen that a controller player is going to build their skills from, as well as figure out combos and should take less button presses to get to. X, Y, and B inputs are good as is. just add equipped support skill gems info into "Advanced Info", and make it clear the impact the support skills are having on the base skill. (ie cold infusion on a basic attack you would see the base normal damage as well as the specific numbers cold infusion is adding, as well as the total result), and being able to switch tabs with the bumpers instead to needing to scroll down. For "A" function move the current swap skills input to Long Press A, and Tapping A integrates the functionality of the current main skill screen (the left side menu). Pressing A on an empty slot would function the same as X. (Selecting a skill to equip into that slot.) Once a skill is equipped to a slot pressing A on that slot shows skill info as well as how you manage Support Gem Slots. (IMPORTANT FUNCTIONALITY players need to be able to clearly pick a button and assign skills from the button 1st into skills, and manage skills while clearly understanding which buttons are tied to what skills. Bonus: In addition adding a deeper skill selection option that works similar to Gem cutting. Being able to Select an empty Skill slot and equip skills from a list of available skills listed similar to Gem Cutting screen. Showing what skills are available. From Inventory as well as Stash (If in town), as well as use an uncut gem to directly cut and equip it. (Showing where the gems you have a choice from are coming from (ie if its in your inv, or which stash tab it is in.) Additionally having more filter options for Gem Selection (ie being able to select from a list of "keywords" filtered by attribute type....Watcher of Realms gear filter options are a great example to draw inspiration from) Lack of Clarity - Does leveling benefit anything beyond the Skill Point/gear Req? - Unclear what factors affect Honor. (Does generic resistance boosting relic effect Honor protection?) - At the bottom of the skill menu the attributes effect on skill limits is unclear what exactly it is effecting, as well as which gems are tied to which attribute. QoL - Sort Cutting options (ie by keywords) - View current Max Attribute requirements (If I respec or remove something that lowers it below threshold It says how much I need, but Having it viewable in character screen would help when modifying build) - Having an Audio Que for when your combo skills are up would help a lot. Menu Settings - Would be nice to Map clicking LS and RS, as well as remap the Alt trigger. (LT) - Inventory navigation needs to wrap around. (ie. trying to go off the screen on the right will take you to the far left.) - Need an ability to lock items in inventory from selling. - Items should have their gold value listed on inventory screen. - Would be nice to see what salvage will create before item is destroyed. (Similar to Dissolving) - Cutting Gem Screen should show if owned not just equipped. - Option to quick tele to all vendors and stash within town Last bumped on Dec 12, 2024, 12:15:09 PM
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