feedback
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A 1
forgotten witch - 10 % hp whoever it is that hates minions (John) has 2 options, make them viable or disable them. You do not lead players down a 40 + hours rabbit hole in which they are playing un-playable / way beneath par-builds balance is still way off. luna's flute a 1, gives 2 skill pts, I was running some numbers on player damage, which is WAY off scale, players are doing way, wayyyyy too much damage at this point. unearth minions cannot de-spawn 1 inch off-screen. Campaign is way too easy, you either have to decide if the content is going to be able to kill players, and if it isn't then why make them do it at all? I want to skip to the part in which i can die, and am challenged. Game's current state is unplayable easy. Again remove tempoe halts, having to talk to una, having to goto town after executioner, perfection is worth it, as once you hear players raving about how awesome your game is. it's a better life This involves a find it, fix it mentality, where if something is even just a little bit off, you fix it. un-earth buffs, it's just too cool not to be usable in bosses. What's been done to the viper fight and the overall difficulty of the game is shameful, the players QQ because they are passionate and love the game. It is better to have a game which QQ about that is incredible, rather than a game that caters to noobs, sucks, and is too easy, which will result in a decrease in overall player total. looking for support gem that says, simple, " minion Damage " minion pact doing the same damage increase as zenith is incorrect You need a QC guy going around repeating, " It has to be perfect " x 1000, skill gems should most definately function in the same way as support gems, 10% level at level 1, 20% at level 2, at level 5 unearth now summons x 2 minions per body, at level 20, unearth minions are permanant ect, with each, and every one. Don't bring me this churn out less then perfect less then 120% incredible content. Ever. 3 sec exit delay is a must players doing 40% too much damage late game. Zombies need more cowbell. " which means MS " if someone downs the new pinnacle boss within a week, you haven't done your job. Having bosses like Atrizi drop in the blink of an eye, really takes a lot away from the hype of the boss and the stroy, this is a huge error, so any boss with hype / major story, dreamer, beast, ect needs to be a serious challenge, possibly a ten minute fight, several forms ect. no one should be able to first time a real boss, on HC. I should not be able to walk past the wolfs charge, if you make the game to easy, you will see a increase in league start players with an rapidly increasing player drop off after a week or two. putrid wolf 20% hp total, loot drops on death. ogham billage possibly remove, just have it be the executioner fight, it's a cool zone but you don't do anything in it. There is something to be said about missable content that is kind of a major part of the game, for example the blacksmith's tools in ogham. if a player misses it the game experience is diminished, it's not correct without a large icon saying, " go here dude! " A 2 Act 2 white mob damage + 10 % When other people post good ideas, do not hesitate to take them, you don't always have to make it your own version of it. risen king - 10 - 20 % + damage........... at this point in the camp i'm thinking too easy to play, sekemhas - 2 to 4 rooms, the whole concept of running past, (not away from ) monsters is 100% a conceptual error, if i can run past them.. is that fun? no, so then if i can or am suposed to just bypass it,, why make me do it in the first place? makes no sense. trail of the sekemas the " trail of ascension " is so easy that you find yourself beliving the children running around in town could easily do it, this is a gross error and the rock boss is not up2 GGG standards, needs a re-work and diffcutly scaled, so that it is an actual fight you might die in, the whole concept of a good fight is RISK = REWARD, big risk = 2 ascend pts, people do not want hand outs. i make an offering it dies i instantly have to sack another minion to remake is not fun, therefore it is not correct, 4 sec offering invincibility free. kabala is not up2 ggg standards, mnake her projectiles after the explode heat seek in mass, unto the point that if u tank many of them u can die. if you cant die, it's not a boss. double adorned beetles density, so that they can force exit or kill players. withering presence needs more cow bell, it's not good enough just to have it apply an debuff that you can get elsewhere, dodge roll is too busted, 3 charges. overall ascendancy feel / influence on gameplay is just a little to low atm, as well as, overall quality of ascendancies, ATM the studio's goal seems to be to pump out as much content as possible, acting as if " we have to get it done pre-launch " or something. This is 100% not correct, the goal is OG blizzard, which is don't create anything less than insanely above and beyond awesome Each ascendancy feels too similar, for example, warbringer infernalist = defense and defense.. with practically no difference this is incorrect slop, on account of the number of ascendancies you guys are trying to pump out. A better way ALWAYS is quality, for example the infernalists dog is cool, but add 2 nodes to the right and left, one makes the fire aura frost, the other lightningi as a FREE CHOICE, not taking away from the total 8/8 ascend pts, option 1 fire, damage, option 2 ice, CC, option 3 lightning = aoe. This adds finesse to player customization and will influence gameplay. attached to the hellhound node, then advances furthur into max dogs ='s 2, and balence accordingly, going deeper into infernalist tankiness, and possibly adding minion damage. This 2nd leap should commit the player to a minion playstyle, I.E. infernalist playsytle 1 = minion commitment, with the option to commit only into 1 dog for a 1/2 minion 1/2 cast kind build playstyle, = playstyle 2 it is okay for some ascendancies to get 15 pts, not blaining all ascends and forcing them into 8/8 m which is boring! Get creative and have fun! takes risks break things! this continoues one in the internalist ascendancy alone, unto 2-3 other playstyles, the 2nd being cast / pyromatic pact, where the player is dancing with infernal power, and the infernal flame system currently if perfected, is perfect for this, where infernal flame adds spell power / additional projectiles / player gets a fire aura at flame, but when the player overcaped infernal flame it deals chaos damage to the player, and gives a stacking debuff which makes the player take + chaos damage. The exact playstyle will take time to create but should feel very different than just... i clicked a node 10% damage. Fire tendrils shoot out at above 75% if the player is SKILLFUL enough to dance between 75% and 100, and it shouldn't be that hard, but a cooling period / drawback is required. 3rd is the beidat's playstyle which is just simple stats, playstyle remains the same. This kind of quality is what all game developers should be aiming for, not churning out mass content. This quality will take the game and make it into a game that millions will play rather than 400k. quality, above and beyond. forsaken son damages + 20% abyss mob density + 20% mob density + 10-20 % in general you do not want the game feeling like every mob is the same fight, this is sort of a major thing, but you want players adjusting playstyles to fight each battle, not blazing past white mobs with zero fear. this beginning in maps is fine. if you don't add group dungeons / require support / healer / tank / group comp .... / balance ... enjoy a 400k player game instead of 5 mil. a 400k game that could easily be turned into a 5 million player game. early game melee needs work, the werefolf basic attack (an attack without a windup / skillshot) should be an option. skill shot spells. ++ nothing in a 2 is even budging my hp pool at all. companions, if your going to leave the absorb spirit cost the same, allow font of blood and mana. restore colossus to previous damage state. final letter = right click 2 skill pts, the training period of the game should end is A 1, and the campaign should be restored to its original difficulty or maybe 1 step less. im just starting to take damage in deshar, but it needs to be 10% more. if a charm is picked up with an available charm slot = auto equip. supports are dropping in an insane abundance, i have like 5 too many atm. jamanra phase 1 does no damge, phase 2 he hits for 70% of my life, this is not correct, but his overall difficulty phase 2 is about right. maybe a little longer in the 2 spike portal phase. it's intense, awesome. off of Jamanra phase 2 when you kill him he needs to drop a jewelers orb, this is proper placement for a increase in player content. big kill, big reward. well of souls area, enter talk to creature, done. this act is already toooooooooooo looooong and a 3 is worse! You could also just activate the content on act completion, and add a little pinging on the side map, or glow until visited A 3 25% mana gen, but the other 2 options seems dismal. silverback needs a little speed to him also more damage, chaos build a 3, not a single spirit gem i want. maybe wolf pact, mechanrium first area, soul core did not spawn, have to reload instance. power up colossus takes tooo long! ravenous swarm poisons on hit for 30 spirit, or i can put it on any minion for free . . . . . . .. more bahlak, more mark bosses. remove the two other bosses from trail of chaos and just make it bahlak. chimera is 100% not acceptable for a ascendancy boss. reduce chimera life 10% - it cant kill u anyway a3 support have gone cold, the entire act! doryani ++ damage done. too easy! Last edited by Worlds7778#2034 on May 9, 2026, 8:33:26 PM Last bumped on May 9, 2026, 1:11:02 PM
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