Thoughts and ideas for the future.

First of all I would like to say that, I am a 40+ player, who has played my share of different games over the years. So with that in mind, and 5 days in. Let's do this.

Audio:
The audio is amazing. From the voice actors, to all the amazing soud effects to the even better music to support the adventures. Top tier.

Graphics:
What can I say? It looks absolute amazing. The overall style and feel. Love the animations for each of the creatures, and the amazing creativity that has gone into so many of them. And I am happy and pleased to see, that I so far (almost done with act two), that not one time is fighting cute build-a-bear creatures, but they all, so far, look scary, menacing, so they fit into the dark theme of the world.

UI:
UI is okay. I struggle to keep an eye on 3 corners at a time during gameplay, and would much rather have all my abillities in the middle, AND visible, with buffs and debuffs floating over the skill-bar - GW2 style.

Gameplay:
Name bar for bosses are too big and covers too much, which gets further problematic when the boss you're fighting comes at you from direct north, and is barely visible on the screen.

Last ARPG I played, was Lost Ark, and it had the same issue, and the zoom was like in POE2 also too close, which ment, that more often than not you could get instant killed by a boss not even visible to you.

I don't mind the bosses being hard, but it is not fun, when it gets further hard, because you can't see, and react to what the boss is about to do. Get on it! :)

Another thing I am not super happy about, is not being able to clearly see where an enemy AOE starts and ends - More than once I have been convinced I was more than clear of the AOE, but still died, and other times, I have been close where I have been thinking "How did I survuve that?" - Clear vissible AOE edges wout be nice.

It would be nice with guides for each system in the game and having the game tells us WHEN we unlock stuff - I consider it bad design, that I have to look it up on youtube, or google it - It is not very forgiving and inviting for new players.

Based on Act 1-2, the campaign lacks crafting material, and loot worth using.
Example: As a ranger for every bow I loot, I loot atleast 15+ crossbows. Why is this not handled and aimed better towards each class? - Then you can go crazy after the campaign.

Respeccing should be free.
1. It's a beta. You want most feedback on everything. How about you let us test things out then?
2. A big part of the game is to come up with different builds, and have fun with doing that - Why punish us for trying to have fun?

Should we be able to change ascendancies? Why not? More option, and fun for the player - Maybe make the player do the trial again to change it? - Scale down the players level, so end boss still is a challenge.

Remove the item that turns gear into rares, or destroys them - We don't want a casino game.

Same goes for the item that randomly removes and replaces, a stat on a piece of gear.

- Let us craft our way to it instead - Preferably a stat we can select - No RNG on that one.

QoLs:
Can we get an option like in GW2 where I can pay my way to access Stash, extent my inventory, so we don't have to return to the camp every 5-10 min. to deal with loot?

I really don't like how this is handled. The game is a gear grind game, not a portal grind.

How about color costumization on armor. Again. Take a look at how clever GW2 has handled this matter - You can even buy colorpacks in the store, and be able to loot others.

Trading and marketplace should be in the game. Again, how else is the player able to know it exsists at all?

I think that was most of it, for now. Thank you for reading. I hope they all make it to the game. :)

Best regards

Dinesen

Last edited by DinesenDK#2539 on Dec 13, 2024, 10:42:47 AM
Last bumped on Dec 13, 2024, 10:40:36 AM

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