Problem I encountered in patch 0.3
Hi, I finished this 0.3, I see some problem:
1. Abyss is fun but I can complete the game without the Abyss mods, making it feel like redundant content. 2. Rare currencies drop too easily, devaluing them too fast, I can't keep up with experienced players at all. 3. The content I enjoyed the most, Trial of Chaos, no longer has valuable currencies like %mana or Rarity, making it exist for nothing. 4. I really hate Ritual but I almost have to play it, it's probably the only content that doesn't require rarity to be playable early on. 5. There are no endgame objectives or challenges, I have completed all pinnacle boss bosses 0.1, I have no interest in going through them again, and I don't see any special drops from them. I think each season should have some kind of challenge so players can get different rewards for each league. 6. It would be great if you could add a server that is similar to SSF, but players can party, but can't trade, and it can limit the type of items that drop to the right group. For example, I chose: gloves str_dex, and it only drops this type. I play Maplestory, and they have this type of server, and most of the players in that game prefer this server over the trading server. It limits the buying and selling of currency, players can also play at their own pace, they don't have to grind from the beginning of the season, and there's no feeling of fomo. I think the player count chart will be more stable when you apply this type of server, instead of it just decreasing from the beginning of the season to the end. Right now, I always have to grind from the beginning of the season, I almost have to stop everything in real life to play, it makes me want to play really fast so I don't play anymore. Or I have to buy currency from the black market to catch up with everyone. And I chose to play really fast to quit the game. Atlas: Atlas now has improvements over 0.1 but it also has some tiring points that make me not want to play it, even though I played Atlas quite a lot in 0.1. 1. the distance between towers is too big, and the map at each node is too big, leading to optimizing 2-3 towers is extremely tiring, I completely gave up when I reached T15. For comparison, I prefer Towers at 0.1, or you can make the towers not stack with each other. I often watch youtube, the content creators stack towers, making me feel like I have to do the same to keep up, but in reality it's too hard, I feel like I should quit the game instead I'm trying to keep up. 2. Too many map variations, in theory it makes the game diverse and interesting. But in reality, it is only interesting when played through once, like the campaign levels. I really don't feel comfortable with too many variations like that, especially the narrow room type maps. I like the season 1 map better. If there was a tablet that could change the entire surrounding map into one type, I think it would be better. 3.Tablets shouldn't give any buffs, but should be tied to changes in the environment, like adding content like now, changing monster types, changing maps, or like the current unique tablets are also quite good. Last bumped on Sep 9, 2025, 9:35:17 PM
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And monsters can freeze/chill too much, I almost always have to use dream fragment to be able to play the game.
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in theory waystone is better than 0.1 now, but in reality it's too hard for a combat playstyle, even with freezy resistance or stun resistance gear it's hard to handle unless you build attack speed.
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And now Charms stacks too little, it's more useful but can't stand the current waystone, and there's no active way to activate the charm, except for Infernalist. The current monsters can make players die randomly too much, the exp penalty in the current state is really frustrating.
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