My experience of the game since early access
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glitches and bugs: -hitbox from items on the floor is not lined up... -AI pathing is worst then before -in act 3 readable stone is out of range at the top of a wall for some strange reason... it happens multiple times.. -there are some terrain glitches in map generation sometimes... mostly in act 1 manor, act 3 past city streets ... objects are in the middle of passages and they are not lined up with the rest of terrain. - the aggro behavior of monsters sometimes glitches leaving him blocked doing nothing -shrapnels from cluster grenades dosent explodes in case of crossbows swapping, oil grenades seems to have a similar problem sometimes. -put on fire the oil seems too random for some reason. -changing ammo on the same crossbow its not reliable since sometimes glitches and stopping fire projectiles... -the queen encounter in 3 act can be remain blocked between his own allies guards shields. -during dreadnought vanguard the enemy with shield are really clunky, you cant stun them properly and even in stun they still have the defensive shield they're turning ratio is to high to go in their back and this bring some long and tedious encounters. difference with the last patch: -AI seems off with some monster even first act final boss was more imprecise then before (and his fight was literally leeeess fun and epic then before) -boss fights right now seems to be more easier then before and really less intensive.. -in the previous update, you had to manage your resources, and too many mistakes led to defeat because at a certain point you found yourself without potions. now the fights are much shorter and many times you don't need potions, because you don't take enough damage or because you are killed in one hit. -the game right now is strange in tempo ... it seems to fast but its not... every encounter is not soo epic like the previous version.. -item drop rates are feels completely different from previous version, too much garbage and less good items suggestions: -make every monster entrance in action (eliminate random idling monster from the map and put them in terrain and passage encounters like: the sand-monsters from act 2, the spiders in the cave passages, the griffins from act 2 the venom-monkeys from act 3, spawning from the chest monster, from the walls and soo on. with this the player can prepare from encounters when he knows the maps where he pass ( you can make sometimes less predictable with: putting the same pattern but with no encounter or same terrain with different monsters appearing) -make mobs groups support each others with unique combination:: mastodont brute with shield protecting the mage backline, they can push you and put you in wrong position and trying to defend their mages? right now they are alone and just charging you and then die slowly -mastodont ritual is a joke, they dont have the time to react, maybe putting a bubble shield around the ritual , to destroy the bubble shield you have to kill something outside or wait the ritual completation, so they have the time to do something ? -mechanic check (one-shot) from unique monster, random monsters attacks and one-shot effects are frustrating. ---ENDGAME -sucks because it doesnt give you options on the encounters (you need to be a jack of all trades with normal build... or you have to play an overpower build ... -the randomness on the map layout and enemys dosent let you strategies before entering a map, plus a lot of effects doesnt show enough and be killed by a oneshot random attacks really sucks in play experience... playing must be a fun experience not a frustrating one) -if i understand well enough your intent with the endgame maps is that you can chose maps and tablets to enhance the enemy with your strategy, so that before you enter you can prepare for the enemys inside.. the problem is that is too random and this force you to play a build that is a jack of all trades or an overpowered one (META). for example, i play a mercenary with a combo of five abilitys (pearcing shots, rapid fire, balista, oil grenade, cluster grenade) i have cleared the campaign fairly easy tbh (in the last patch it was really hard with this build to play) arriving in the endgame it mostly depends on 3 things with this build : 1-positioning 2-having a kite route 3-dodging the multitude of one shot effects (corpse explosion, arcane balls magma balls and undodgeable melee attacks) the problem is that in the endgame if you have to do a map were you are confined in a space you cant play, fine i will dodge all the maps with that, then you enter a map grotto were its good for this build since you excel in long narrow corridors, but then you have to make the rituals and they force you in small places even more if the ritual is literally in the middle of rocks or impassable terrain. to do this kind of event and maps you literally need a build that do lots and lots of damage and clear all the monsters in one hit or two hits , or be soo tanky that mostly of the build and heroes arent viable. you dont have the time and space to tank or do enough dmg. i think that the problem here is this: my expectations of the game is good in the campaign (worst since last patch) because it give you an action-rpg experience where you have to have good builds and when you dont have the build you can keep up with your reflexes and gameplay ability. but in the endgame its a revert to an idler-rpg game where all you need is the build and repaet the same thing over and over again, no ability needed. Last bumped on Apr 19, 2025, 7:40:27 PM
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" Just wanted to comment on this bit here. My experience in endgame is exactly like yours (but I'm playing minions), with those three things you listed. I avoid breach, ritual and delirium but do expedition, strongboxes, and rogue exiles. All because there either is no kiting room (ritual) or because it spawns too fast to control my minions to kill before I'm swarmed and dead (delirium, breach). I also avoid maps with bosses generally unless I've just leveled, because of tiny arenas with no kiting room or arenas that literally lock my ranged minions out of the fight. Generally I'm fine with not being able to do all content, but I'm sort of at a loss at what I could even begin to do with my build to be able to survive any of the other league mechanics, even on low tier maps. Maybe eventually they'll come out with a way to force a certain mechanic you do want into every map like in PoE1, who knows. |
















