My General Feedback for the upcoming 0.5

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General Feedback

- 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)





"
Passive tree

- 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)

"
Ascendency

- 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

"
Skills

- 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



"
Crafting / Gear

- 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


"
League Mechanics

- 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?

"
Campaign

- 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)


"
Endgame

- 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
"
"
General Feedback

- 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)





"
Passive tree

- 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)

"
Ascendency

- 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

"
Skills

- 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



"
Crafting / Gear

- 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


"
League Mechanics

- 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?

"
Campaign

- 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)


"
Endgame

- 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


How can you give feedback on 0.5, when it's not out yet?
Solid proposals
Feedforward?
"

How can you give feedback on 0.5, when it's not out yet?
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
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.
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
Bro can see the Future :O
Wer von seinem Tag nicht zwei Drittel für sich selbst hat, ist ein Sklave
"double life" oh jeez...

No just no

Lets not break the game please with these suggestions
Mash the clean
"
"double life" oh jeez...

No just no

Lets not break the game please with these suggestions
What other suggestions do you disagree with? I listed a lot.

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