Just my feedback after X number of hours and Y number of previous played games
|
In no particular order:
Core Flaws in Game Design and Progression Overly Large and Unrewarding Zones Campaign zones are excessively large, intricate, and ultimately unrewarding to explore. Consequently, players are all hugging walls, ignoring most of the content simply to find the exit to the next zone, leading to repetitive and tedious progression. Unsatisfying Rewards Receiving a permanent buff or a ring doesn't feel truly rewarding; it feels like a necessary piece of a puzzle rather than a game-changing improvement. A truly immersive and impactful reward system should offer immediate, significant power, such as the shrines in Grim Dawn which grant passive points and strong, build-defining buffs. The Boss Paradox Boss encounters lack meaningful challenge. Once the mechanics are discovered after a few deaths, they become utterly boring, especially for ranged characters. The core problem is that they are too punishing on first encounter yet too predictable once mastered. While a definitive solution is difficult, introducing an 'express' game mode with significantly easier campaign bosses could alleviate the leveling slog of killing them repeatedly. Frustrating Crafting System Crafting is largely useless until the very late endgame and is far too often frustrating. For example, I would rather pay 2000 of the respective currency for a guaranteed recombination rather than gambling endlessly on a 2% chance. This deterministic approach is both more psychologically rewarding and less frustrating. While some high-stakes gambling should exist, the system needs to offer more deterministic paths and give players greater choice in the final outcomes. Unrewarding Loot and Currency Dependence Loot is unrewarding. The game has become solely a currency chase. I want to find meaningful item upgrades on the ground and use crafting as a tool to improve or fill gaps, rather than having crafting be the sole source of gear progression. Unnecessary Endgame Penalties The single portal limit and death penalties in the endgame are unwarranted. If players desire high-risk punishment, they can choose Hardcore mode. In Softcore, the focus should be on fun and progression. There is no compelling reason to punish players simply for leveling up and completing a map. --- Campaign and Endgame Activity Critique Repetitive Trials and Uninspired Design The Trials are excessively repetitive, often cycling through only a small set of four rooms. The 'chase the light' room, in particular, feels incredibly uninspired, amounting to little more than a running simulator with no engaging challenge. Wasteland Atlas and Character Identity The Atlas map design currently feels like a massive wasteland, offering no meaningful guidance or incentive for directional exploration; progression often feels like selecting a random path. Furthermore, the Atlas progress should be unique per character to respect individual playtime and build choices, reinforcing the identity of each character. --- Quality of Life and Balance Philosophy Support Gem Preview and 'Transfer All' Feature Two major quality-of-life issues persist: the missing 'transfer all' inventory feature, a basic necessity for efficient stash management, and the need for Support Gem engraving to include a preview feature showing compatibility with equipped skill gems before commitment. Prioritizing Buffs Over Nerfs Regarding game balance, the philosophy should prioritize buffing underused abilities over blanket nerfs to promote genuine build diversity and viability across the entire skill tree. Last bumped on Oct 18, 2025, 4:44:26 AM
|
|








