Some Feedback & Suggestions
I’ve been having a blast experiencing the campaign with every character so far and exploring all there is to see. I prefer the slower, more methodical gameplay over the faster pace you normally see in the genre.
I also really appreciate the little details like the flopping fish in the freshly drained Drowned City, the encroaching echoes of the Forgemaster's hammer as he's striking the wall in the Molten Vault (and how it syncs with the music), or even the reflection of the cursor off the health/mana globes. And lastly, the boss fights are just amazing and really are the highlight of the sequel. Anyways, as the title says, I do have some feedback and suggestions: MENU/INTERFACE: - Please add an option to reduce my or my co-op partner’s visual effects. I understand it’s there for combos, but it can be detrimental to seeing boss mechanics and enemy projectiles/bombs/death effects. Either this or force impose/prioritise enemy effects over our own. - Add an index for all debuff icons since I can’t hover over them under an enemy’s nameplate. - I would love to see a separate option for quest objective tracking that allows it to only be shown in the map overlay, similar to map mods. - A way to differentiate between the amount of stats acquired from the passive tree and gear. Like, if I were to hover over a stat in the character sheet, a pop up would show that breakdown. - I can press SHIFT to compare items and then hit ALT to see details, but not vice versa for some reason. - Please add a “hide helmet” menu option. Locking this feature behind a $5 mtx (referring to the Vanishing Dye that hasn’t been integrated yet) for a game coming out in 2025, even if it’s free to play, is bonkers to me. - Please do away with reclaiming equipped cosmetics from other characters. They’re all bound to my account, so I see no reason why I need to go through the tedious endeavor of reclaiming them every time I switch between characters. This is already the case for the portal and social frame categories. TOWN & VENDORS: - The well is an unnecessary addition to the game. - Please add gold prices on items, like when pressing ALT for example, regardless of whether or not I’m at a vendor. I’ve found it to be very annoying switching between the vendor and disenchant menus just to compare whether or not I want to sell or disenchant (not much of an issue later in the game, but still). - Lessen the town clutter of vendors. The constant back and forth between them can be pretty boring. Maybe have the salvage bench also have the disenchant, identify, and forging options. These functions can be unlocked as you progress through the campaign. Or allow us to disenchant, salvage, and sell from the same vendor screen at least. Also, I think 2 vendors are enough. 1 gambler and one that sells you stuff (combining gear and magical/accessory vendors). Not every NPC we can talk to has to have a function besides giving us a quest or adding exposition/lore. - You can disenchant magical flasks, but you can’t salvage the quality from them? We should be able to do so and receive a glassblower’s bauble shard or something. - Please add an auction house feature to the roadmap. GAMEPLAY: - Differentiate enemy attacks from my own by changing the colour, hue, or visual effect entirely. Basically, improve the overall readability. Examples: Gas Grenades and enemy gas clouds (Maraketh Undead, Regurgitating Vultures), Spark and shocked ground, and finally Flame Wall and pretty much any flame effect in the game. Seriously, playing as a sorceress with the different elements was the worst offender in this respect. A miserable experience. - Better telegraphing of on-death effects and fixing the inconsistency of them occurring if the mob was shattered. Example: First-Born mobs in the Drowned City. They don’t have a tag, but it’s painfully obvious and telegraphed that the mob is going to explode and the game gives you enough time to get out of range. There is no way you can miss it even if your screen was filled with items and visual effects. The same can't be said for most other death effects. Like the Goliath dropping their barrel of grenades. - Add an audio queue when in environmental hazards. There is the debuff, or added effect to the health bar sometimes (poisoned/shocked) but I would really appreciate it if my character were coughing or groaning as well because the visual clutter of the game can distract me from noticing them at times. - Enemy aggro range and movement speed. Most mobs aggro even before you can see them. This isn’t an issue for the slower or even slightly faster mobs, but for mobs like the Faridun in the Dreadnaught, you get swarmed instantly. - Fixes to the dodge roll, the size 0 change seems to be inconsistent. Sometimes I can’t roll out of a pack of mobs (this could be due to mini-stuns, but not sure). The change has also had the unintended effect of allowing me to roll out of certain boss mechanics like the bone cage from the Consort, which trivializes the fights. Those sorts of things should be looked into. - I think it should be more obvious that a boss has an invulnerability phase, so I’m not wasting mana and cooldowns trying to damage them. Also, if I happen to nuke them down faster than a scripted event. I shouldn’t be punished with an invulnerable boss that can still attack me while they go through their programmed dialogue. - Please add a debuff icon under enemy nameplates for mark attacks alongside the visual mark on the model. - I should be able to dodge roll out of every animation or add invulnerability to it. Animation locking that leaves me suspectable to attacks just feels bad. - I would like to see a death log implemented if possible. With the amount of homogenous visual clutter and random one shots, it’s hard to tell what I need to improve upon if I have no idea what killed me. - “Revives Minion” affix should be slower and/or have a limited range. Example: I encountered a rare in the center of the Temple of Kopec. He didn’t follow me, but his minions did all the way to the exit. I don’t think it’s fair that they can be resurrected instantly half way across the map when my own minions don’t function this way. If anything, they should be rezzed at his location, like a tether. - I’ve repeatedly noticed that obscuring foreground terrain doesn’t adjust transparency unless I’m directly behind all of it, so there are times when I can’t even see mobs, which are right next to me, attacking me. This could be ameliorated by adding character/enemy outlines as well as better terrain transparency/fading. Example: This can be noticed in the Titan Grotto, any map with a lot of trees, and especially with the buildings in the Path of Mourning (and towers). GEAR & CRAFTING: - Movement speed should be an explicit. With the removal of most movement abilities, not having speed on boots is almost unplayable with how fast some of the mobs are or how large the maps have become. - Better explanation of how effective my accuracy stat is past 2 metres as well as a proper visual aid to how long metres are with respect to my character model/screen. I shouldn’t need a unique’s effect like Gloomform’s smoke cloud to confirm this. - I don’t mind the more gambling nature of crafting, to a certain degree, but this seems to clash with the philosophy of less, but more meaningful loot. I’m now having to grind for proper white bases and hoping I get enough currency along the way to supply my crafting. - Remove light radius. I can understand having bad affix rng for some builds (like accuracy for a caster), but light radius is useless to everyone. GEMS: - Allow lower level gemcutting with higher level skill gems. Similar to support gems. - Implement a way to view the gemcutting menu without the requirement of an uncut gem. - Uncut gems should stack. It feels like it's an inconvenience placed specifically to incentivise stash purchases. ASCENDANCY: - Put in a fail-safe/reminder to not allow exiting without confirmation. Especially if the person hasn’t interacted with the altar at the end of a trial. - It’s curious that there’s a stash at the of the Trial of the Sekhemas, but not at the end of the Trial of Chaos. - I appreciate there being a choice between doing either the Sekhemas or Chaos, but it isn’t really though when one of them is much later into the following act. CHECKPOINTS: - Mobs spawning/aggroing at checkpoints should not be a thing. Getting jumped by multiple packs of mobs as soon as you resurrect is not fun. Example: Azak Bog, at the Flameskin Ritual checkpoint. Also, the buff you get by burning the effigies should persist through death/leaving the zone. Dying at the boss, porting to effigy checkpoint, die again because you forgot you get swarmed there and weren’t prepared isn’t fun. Then hope you don’t fail at the boss again because you’d have to go reactivate the buff again… - Porting/leaving a zone removes checkpoint locations from the map. - Extend the range of checkpoint activation. It currently feels like the character models need to be within arm’s reach for it to activate. Example: explored one end of the Venom Crypts and when I wanted to port back to the beginning I couldn’t because I hadn’t activated the corresponding checkpoint despite it being at the entrance and visually on my map. - Lack of checkpoints at the beginning of certain areas like the Cemetary of the Eternals near Lachlann. With all that said, I've really been enjoying my playtime and this is a great game with a lot of promise and I can’t wait to see what you have in store for us. Last edited by Tamr#7470 on Jan 12, 2025, 3:56:47 PM Last bumped on Jan 12, 2025, 1:57:25 PM
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