Feedback based on what's been presented so far in ZiggyD's gameplay footage.
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For the positive stuff I'd say, it all looks rather fluid and clean. I can't wait to try out all the new skills and shapeshifts just based on that alone. As always your artists are amazing at their job.
For the negative stuff... as I pretty much suspected, there seems to be no changes to campaign difficulty... it still looks like everything just falls over and dies at your sight or just poses no danger in general unless it's super specifically the monkey slam... Either that or player power is too high on some skills... but these things are kind of on a scale obviously so... either or.... depending on how different skills perform in relation to each other. That's quite disheartening but expected... Please GGG... consider difficulty scaling options with better rewards attached to it like most other games offer if you don't want to alienate the people that want little to no difficulty. I'm completely fine with giving people a "Story Mode" if that's what they want... but I want some actual challenge and to feel threatened by those beautiful bosses crafted by your art team... it makes me really sad to see them pushed over like that (and I'm sure I'm not alone here). I want to feel like I've really accomplished something when I beat one of these bosses and progress. (Good loot for it goes hand it hand too) You should consider just how ridiculously strong some skills are as well which you don't seem to have targeted with a nerf at all this patch? Last patch I've played explosive grenades and I know for a fact they were ridiculously strong... but I haven't seen a single change on them in the patch notes. Something else that you should consider is also how powerful Crowd Control abilities are... such as immobilization for example... especially on tactician with that 40% MORE multiplier but not only. Last league I was able to just permanently immobilize (and "stun" via tactician) a boss permanently... that's just not ok. I've seen no change to that either...? Maybe monster effectiveness will alleviate some of this power by endgame.... I doubt but... let's say it does. I don't want this to be one of those games where people say "wait till endgame bro, things get good in endgame". "Sigh" Last edited by IonSugeRau1#1069 on Dec 11, 2025, 12:05:04 PM Last bumped on Dec 12, 2025, 2:29:47 AM
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While the druid skills looked fun and I liked how they integrated a lot of synergies between them, I'm concerned that playing it tomorrow will just be disappointing experience due to player power being far too high from start - at least thats how it looks in ZiggyD's video (talking only about video 1).
Last edited by Meril#8494 on Dec 11, 2025, 1:45:37 PM
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" I'm afraid I'll feel the same way sadly... (Video 2 is more of the same) It's really annoying.. I have some build ideas but thinking about how I'll just trample on everything like that doesn't bring me any joy "Sigh" Last edited by IonSugeRau1#1069 on Dec 11, 2025, 5:26:25 PM
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Watching everything just get absolutely destroyed by something so many doomers said was gonna suck XD
But for real the campaign needs an increase in difficulty for sure. I know we are all used to the bosses, but even act 4 in .3. I didnt get to see any boss mechanics for the most part and I played off-meta about as off as you can get. Mash the clean
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The campaign is a tutorial it's supposed to be easy.....
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Campaign is supposed to attract players into long term-play. It's not supposed to be difficult on its own. if you want it more difficult there's plenty of ways you can do that without having the the devs bend over backwards for you. try doin a challenge run.
I would agree that there should be some flexibility in the difficulty, but not something that will take time away from content development or other areas that deserve the attention they already have. extra rewards could be an achievement or something, but loot changes is too much to ask imo. think about how the time/money it would take to do that for what a small demographic would get out of it. |
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" Is druid a hero class? Cause it sure looks like it. It makes the easy campaign even easier, it's a blatantly power crept class. Is this just a mobile gacha game now? Make the new class op to hype the game up? It's just a joke at this point. |
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" I can't even finish the campaign cause I'm so strong that it's boring. It's a failure. Last edited by ShiyoKozuki#4168 on Dec 11, 2025, 8:38:55 PM
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" It's not a small demographic at all, why do you think a lot of games have difficulty scaling in general? Why do you think Souls games are so successful? Heck ... why do you think Where Winds Meet garnered so much attention too? Artificially challenging yourself is not the same as actual difficulty scaling with incentives to do so. Now, we could argue on what those incentives should be, I just suggested the traditional method which is an increase in loot drops. But I would love to hear other ideas too if you or others would like to present them on what rewards there should be to incentivize people to actually play these without feeling like they're just making things harder for themselves for no reason. Also, let GGG decide if it's worth their time and money or not. If you ask me, it would put the game constantly on #2 or #3 played all the time considering how popular games with engaging combat are. "Sigh"
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" Which is a contradiction in itself. Better loot drops -> better gear -> easier game. I think they got it quite right in Ruthless in PoE, although that had some other issues that made me not enjoy it as much (lack of movement skills, low drop rates (fine) also affecting drop of support gems). Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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