Feedback for PS5 version

Feedback for EA, game played on base PS5.

Overall game feedback:
1. Window UI scales past visible screen space. Mainly noticeable in character window, skill tree, and safe area option. This is unaffected by PS5's display area adjustment.
2. Safe area option only affects HUD, while HUD itself is misaligned with safe area borders.
3. Audio on skill demonstrations/skill descriptors is too loud when listened to with default audio settings.
4. There is no option to stop the playback of skill descriptor videos.
5. Video descriptors for classes in class selection screen play immediately and overlay on top of the narrative audio.
6. Final boss of Act 1 feels overtuned for that stage. Monsters often push the character into the mist or boss attacks during add phases. The final add phase feels too cramped for 3 overlapping mechanics while some classes are lacking in crowd control at that stage.
7. No intuitive way to correct skill gem choices besides farming for uncut gems leads to the feeling of getting stuck.
8. Build expression/Build power focus is heavily restricted by limited support gem sockets, with no intuitive way to increase the count.
9. Rare mobs with mana drain/damage auras feel too oppressive, with no way to avoid the effect due to mob's speed in relation to character's.
10. Mobs push player character around too easily, even when character's movement direction is directly opposing the mob's. This leads to situations where character is shoved into the corner and is then swarmed.

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General class feedback (only played Mercenary class):
Class feels sluggish, with a lot of small downtime windows. A lot of it comes down to how reload feels and how it interacts with other basic actions.

1. Interrupting a reload with a dodge will sometimes cause a character to unable to execute reloading after the dodge ends.
2. Time it takes to reload the same skill is inconsistent: sometimes it is immediate and sometimes it will have 1-2s delay before execution.
3. Using the right stick to aim while trying to execute a skill with empty ammo count to trigger a reload will not make a character reload the skill.
4. Sometimes character will initiate reload on their own when last ammo in the skill has been depleted, however, sometimes they will not do that and player has to manually initiate a reload (either through skill button, or attack button).
5. Sometimes the character will not shoot the skill which has available ammo. Mainly when using auto targeting.
6. Sometimes while holding down the skill button for the High Velocity Rounds skill with at least 1 ammo available, the character will rapidly play shooting animation but no projectile would be shot. Commonly after a dodge while at certain range from the enemy.
Last bumped on Dec 7, 2024, 10:05:36 AM
1. Interrupting a reload with a dodge will sometimes cause a character to unable to execute reloading after the dodge ends.

This is worse with spellcasting, some spells such as firewall have a longer cast time and if you use a shield as well, you need to hold the spell down to cast or it will auto cancel it.

Also if using a shield and spells, the delay on spells make it so if you get stuck with 4-5 enemies hitting you in a corner, it quickly becomes entirely impossible to cast any spell or dodge into a position that will let you.

Either way, these flaws mixed into a full zone reset on death which includes whipping all items dropped is an absolute disaster right now.

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