Honest Feedback from a casual

Dear GGG,

before I start: this game is fun and addicting. A lot. At least most of the time.

The graphics are amazing, alot of different enemies, the campaign is cool aswell... but:

1. Act 4: is at least 1204194 times cooler, better looking, more varied and way more appealing then act 1-3 combined. Act 1-3 are, imho, the standard boring "run from a to b" shit with long, exhausting boring layouts, that make you fall asleep like its 1986.

2. For a game that was meant to be more intuitive and accessible to new players, the campaign is just awefull.
If you are not lucky and find any items that fit into your build, you're lost. As a new player you have to a.) follow a guide and have to be lucky enough to exactly find the recommended items, or b) you're just stuck in a kiting-simulator when it comes to bosses. This is just anti-fun. Again especialty if you can only rely on guides, and don't have the deeper game-knowledge.

3. Even the interludes are better then act 1-3. Really the overall leveldesign in act 1-3 sucks. Big time. Sorry.

4. Sprinting: cool, and a good idea. Still, you can tell, that the leveldesign took place way before the "let's implement sprint"-idea. There're way too many 90° angles and narrow corners that are impossible to navigate. Plus, the tropic doenst fit most of the level design.

5. As a monk player, i have a dear QOL request. Tempest Flurry, is such a nice skill to use. Why doens't it have the same collision-model as normal walking? It feels like the character-model increased 2x and you gets stuck on every corner there is, while walking makes you avoid these obstacles. A walking/running/sprintuing champ lgets guides around objectives, why doesnt TempFlur doest the same thing?

6. The visibility it the worst thing in the whole game. I don't even know where to start, there are so many ways to improve it and the games overall performance.
- Monster bodies: Why tf isn't there an option to turn them off? What exactly is the benefit to habe a quadrillion bodies lying on the floor, decreasing the already bad performance in a map? Imagine a monster-pack-stacked T15-map, with breach, delirium and the abyssal encounter on a RTX 2060 Super. Yeah right, thats like max. 15 fps, lags, and no fun at all. And a death.
Add this to low performing maps, and say hello to the most frustrating and non-fun game experience there ever was.
- In graphic-design there is thing called: form follows function. I don't know if this applies to level- and gamedesign aswell.. what the hell are these visual map-design. They look good, hell yeah the do. Detailed, lovely and they fit the theme. But you actually have to have the map turned on to see there you can walk. No chance you can actually tell where the map-borders are, without the minimap or if you haven't turned on the map overlay. Question here then is: is it intentional to have the map-overlay turned on all the time to
be at least be kind of able to navigate through the maps? if not, then the design is not on point. if intentional: either game design is bad, or, map-overlay design is really bad.
- map overlay: BAD!!!!!! WTF, the difference in the visibility of the map is sooo bad. the brightness of the maps varies so massivly, it feels like you need to adjust the transperacy on every other map. when you adjust the transperacy in the menues, it should be relative the to brightness of the map to guarantee the visual clarity of the overlay.

- map-design: like wow, I don't know what to say: there are so many maps that a designed to slow you down. Not in a challenging way, just in a "we don't want players to run maps fast"-way. like you punish players to play and use the game-mechanics you designed. is this really how you want players to play your game?
- why are there corpses that I cannot walk over until I "opned" them, but then i can? doesn't make any sence at all.
- make objects like barrels, chests, and whatever be destructible.
- not beeing able to run over the abyssal "breaches", or the impossibility to use a skill like "tempest flurry" to gap-close to enemies over it, especially in narrow maps, is just really bad game design. It's not about skill, especially for a beginner friendly game.
- using storm-wave with branching fissures is PURE PAIN: the skill gets stuck on chest, the abyssal breaches and every other minor thing in the map there is. like a arrow can shoot over, but a fissure cannot move under it or under a barrel? really? a fissure??????? WTF.

If the DEV-Team really is looking for a solution on why ranged champs are so superiour to melee, then start with level-design, obsitcales and mob-acessability. while melee champs have to gap-close and walk around obstacals in the map, a ranged champ just shoots and doesn't care at all. take a monk with storm have and fissure, and most of his attacks are stuck or get cancelled by the his surroundings /e.g. corpses, barrels, and whatver "good looking game design thing" there is, while a ranged champ just smiles and doesnt give a shit. GREAT DESING!!!!!!!!!!! There is no reason to not pick a ranged champ. more DMG, just kill mobs a screen away, while melee is trying to gap-close, has to deal with tons of ground-effects, charging enemys, and everything else. so, why would i play a melee champ ranged champ?






Last bumped on Oct 10, 2025, 9:38:59 PM
I like #5 - the rest seems like an unhinged rant.

that being said, there should be no difference in what you can/can't bump into regardless of any animations the character is performing. this would lead to less "random" collisions where players are "getting stuck" on things due to said collision issue relating to the size of the player animation (at least this is what I think is happening).

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