My General Feedback for the upcoming 0.5
" - Make Wisdom scroll an inherent item in your inventory next to your gold count rather than needing to buy individual scrolls; you're given the scroll after defeating the Miller boss or as the first reward when you finish the quest in Clearfell encampment | holding Ctrl + Click the inherent wisdom scroll will identify all items in inventory - Sort button for Inventory and Stash - Life buffs. Double life values on gear. Buff life regen nodes on tree - Reduce maximum potential movement speed to 20% max and give players more movement speed scaling through the campaign | and/or | Movement speed implicit on boots - Remove movement penalty from armour - If Sprinting is here to stay, then improve Sprinting: Seperate Dodge roll & Sprint, change the heavy stun on Sprint, improve turning, and reduce Sprint stop delay | Add visual stun meter - Charms - Resistance charms instead give a specific elemental guard for a few seconds - Chilled ground now gives a progressive slow the longer you're on it rather than an immediate 30% action/movement slow - Rework Item tiers to be determined by item weighting so that you don't pick up items with Tier 1 Light Radius all the time - Experiment with using different formula with Armor. Make it give physical damage reduction that scales with your Armor and level up to a certain cap. Then give avenues to scale the cap - If Energy Shield gets nerfed in the future then probably look at Energy shield recharge values while toning the % ES increases slightly down - Currency Exchange - Move to Currency stash button (if you have bought the stash tab) - Introduce "Grevious Wound" to bosses that reduces non-flask healing/ES recovery for a period of time & increases damage taken when struck by a large boss hit | This is to allow more counterplay and give better avenues to increase boss difficulty - Trade search - Option to not consider runes placed on items (to be able to properly look up weapons without seeing inflated DPS because the seller threw lightning runes on a weak staff to appear better on trade) - Monster minions cause the master to take damage each time the minions are revived (situations where you can't seem to find the Minion master and the minions are endlessly chasing) " - Life nodes on the tree - Chaos Innoculation for Armor | Keystone that reduces your maximum Res cap but allows Armor to apply to Chaos damage - Potentially improve survivability options for Armor/Evasion. Weird spot where they'd need Armor, Armor applies to elemental damage, Evasion, and then also Deflection. Maybe a defensive keystone? - Reduce Attribute pathing nodes but also give Notable/Small Passive nodes attributes to make for it - Give some of the Jewel slots back - Better ways to deal with curses on passive tree | feels too out of reach compared to nodes that are ES / Stun & Ailment threshold - Better ways to deal with slows on passive tree | Mix slow potency reductions with small damage bonuses so you don't feel like you're completely losing out - Distribute movement speed nodes throughout the passive tree instead of concentrated in specific areas (primarily the DEX side) - More interesting Keystones? Also feel that some effects on certain gear should be a Keystone like Blood Magic / Mask of the Sanguimancer Face Mask(i.e. Atsak's Sight Veiled Mask: Critical Hits Poison Enemy) - Improve Block increases on tree while also introducing Block support for Monk (i.e. maximum Block chance is reduced to increase effectiveness like 30% max block after scaling it up from 15% on Quarterstaff using Block passive nodes) " - Improve experience for Trial of Sekhemas and Chaos - Improve accessibility for people wanting to run Trials to ascend | Give options to add modifiers to Temple to increase difficulty & reward for people who are seek the benefits - Buff Ascedencies. Make them feel powerful " - Add movement/travel skills akin to Pounce (or as others have said flame dash or Frost Blink) - Improve the Attack Time / Clunkiness of Mace Skills and other melee skills - QoL changes for Melee such as letting them move faster after a melee strike/slam so they don't feel sluggish to play - Combo Skills should feel good as a standalone base and combo'ing should be an added bonus for the time/effort taking rather than the skills being subpar standalone and just okay when combo'd - Elemental Infusions - Should be given to you on spell cast rather than needing to be near remnants and grab remnant supports - Improve the difference between a "Strike" and a "Slam". A strike will hit any number of targets given the hitbox while a Slam does it's AoE, one and done. You can still have Strike splash damage but won't be as needed " - Add a device where you add currency and an item and it consumes said currency until the item rolls one of a preselected set of affixes (or runs out of currency). This is for chaos and/or annul + augmentation rerolling. - Add ele resist swap crafts like the ones from Harvest bench - Change rune drops in campaign to be blank runes and you can use the bench to atlar them to what you want " - Rares are visible on map if it enters your light radius - Strongboxes/Essences - Can use currency that's in your stash rather than needing it on hand - Wisps - Heavily increase the speed of wisp. Triple or Quadruple the range at which is acquires a rare instead of needing to be super up close - Ritual - Item Filters apply to Ritual - Ritual - underground/submerged enemies have increased detection range while in a Ritual - Temple - Add a preview/undo option to temple - Abyss - Amanamu rares: Black cloud kiting mechanic is removed / Omen of Light is now has a predetermined dropped - Abyss - Tone down Abyss witch rares for Melee? - Delirium - improve loot for Simulacrum so it's more interesting other than the Megalomaniac diamond | More interesting Atlas nodes? " - An NPC (Hooded one/Doryani) in endgame that can switch out your campaign bonuses rather than needing to go back to the area/specific npc to change. (i.e. adjusting if you want the Attribute or Resistance from Act 4) - More gem drops in the campaign. You're too starved of gems when you're league starting and can't experiment - Possibly introduce a vendor that sells support / skill gems - Lower the price of respec'ing during the campaign some more - Reduce the map sizes in Campaign (Act 3 is a huge offender) and Delete Matlan Waterways - Some bosses in Campaign are too weak (not saying they need to be like Viper) " - Towers have The grand project effect by default - 6 map portal system = Improving Map deaths and Uber fight deaths - Nerf Monster modifier: Fire 2 Additional Projectiles | Reduce the additional projectile damage by 20-40% - Mana drain - Should have reduced effectiveness depending on how fast they are - Challenges to aspire to complete in each league - Uber bosses that are super difficult to beat - You obtain X additional skill points for achieving lv100 - Fragment stash tab - Integrate Tablets into the Maps Stash Tab - Vaal doors unlock when you walk near them instead of you needing to click to open Last edited by Darkomantis#0042 on Apr 24, 2026, 12:07:56 AM Last bumped on May 3, 2026, 10:20:08 AM
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" How can you give feedback on 0.5, when it's not out yet? |
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Solid proposals
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Feedforward?
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"I'm just giving feedback for 0.5. I'll probably reuse some of these suggestions towards the end of 0.5 for 0.6 feedback in a couple months |
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I also made a video of me going over my points but it's ~90mins. I'd recommend speeding up the video or just looking at my OP.
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and dont pay until you like the game
game is way far from being interesting one and they still dont listen that's why mostly it has some online for 1 month per league - nothing to do , no interest to play longer Last edited by ungamer321#7175 on Apr 21, 2026, 11:51:53 PM
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Bro can see the Future :O
Wer von seinem Tag nicht zwei Drittel für sich selbst hat, ist ein Sklave
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"double life" oh jeez...
No just no Lets not break the game please with these suggestions Mash the clean
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"What other suggestions do you disagree with? I listed a lot. |
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