To start off, I have to admit that the game was way better than what I expected it to be and it didn’t feel as unfinished or iffy as plenty claimed to be. I managed to level my Void Knight to level 95 and greatly enjoyed the experience up to level 75. I enjoy ARPGs endgame, beating difficult( not time consuming) content and leaderboards. I’ve made plenty of builds in ARPGs / MMORPGs which have reached millions of views and I’ve been in top of the leaderboards in most of the popular games. I’m giving you feedback because I see plenty of potential in the game and seeing you actively work on it while listening to feedback gives me hope!
I’ll be starting from what I think are the most important changes needed.
- Main skills animations need to be upgraded as soon as possible
I honestly believe that if you make the most popular skills visually as effective and awesome as possible, people wouldn’t care to even kill moving boxes for 100s of hours. I’d take the top most played skills and do extra XXL work on them so streamers and other players could leave a positive impression of the game for their curious new viewers. This was also the reason why I chose Erasing Strike as my main skill - it seemed to be the most fluid skill.
- Lack of challenge / endgame content
While Arena does provide challenge, there is no real reason to be there unless you’ve reached your peak. In order to max your gear you need to mindlessly grind Monolith which I don’t like at all. If I wouldn’t have wanted to create a build for Erasing Strike, I would have stopped already at ~20 hours. I had no problem going to 30+ monoliths already from the beginning. I stopped playing eventually because after 5 hours of boring grinding, I found only 2 barely acceptable items to attempt crafting with although my gear is mid-tier.
- Awkward Crafting
The crafting surely is unique but it has too much RNG attached to it. I’m not talking about the fracturing; I’m talking about the glyphs, runes and bases. I was somewhat frustrated when I did early game crafting and Rune of Cleansing just didn’t drop. Went 3 hours without one, while being loaded with all other runes. Now in endgame I don’t need them at all but I’m completely starved on Glyph of Stabilities and have 100s of other rare runes which I will never use.
I would highly suggest some trade system or make Runes / Glyphs available in shop for lets say 50K each, so the gold would actually have a value and make focusing on farming a single type of crafting currency less frustrating.
I also don’t see how this crafting system would survive in a multiplayer environment for players who want to dedicate hundreds of hours on a single character.
- Imbalance in monsters
Again one of the main reasons why I stopped grinding arena. There were too many scenarios where I felt like I got cheated and was simply unlucky with the spawns. I can reach 150+ consistenly if I put effort into it but if I get off-screened by a bear / a single projectile on wave 70, it feels like I got trolled. My will to do Arena was also greatly decreased because of that, especially because of the Highland Bear’s Meteor / Avalanche.
- Rare monsters
Rare monsters are currently not worth killing anywhere at any stage because they don’t drop any better loot, not to mention almost half of the monolith modifiers are for rare monsters. An efficient Monolith run is simply running past all mobs, except grouped normal ones, destroying barrels, opening chests and grabbing the final 2 loot explosions. I would also greatly nerf the health affixes of rare mobs since these push the monsters health to tedious levels.
- Bosses too weak
Bosses are in no way difficult or challenging or unique. Half of them are even squishier than rare monsters and even the strongest ones can be killed by standing still and using your skills when they’re off cooldown - this is not engaging at all.
I’m sure you have got plenty of feedback on that already, but I’d like to add up that the gold cost for passive points is a very bad idea. It feels terrible to play a build worse than which you have in mind, only because you need to farm gold to respec it. If you do not want to change that, at least don’t increase the gold cost. It takes me already 1,000,000 gold to fully respec my character which I obviously can’t do. This is extra bad because most of my playthrough half of my passive points were bugged, probably a quarter of them still are.
Bonus point: The claim is that you don’t want people to swap skills easily for bosses but this game NEEDS boss killing in all of it’s content, so I don’t see the logic here.
- Text scaling / Quest text
I use the global chat a lot in every game that I play and without it I get tired of the game very quick. Using global chat unfortunately is quite tedious in this game and definitely should have at least some minor improvements done asap. Starting from being able to scale the text size and moving the chat box around would be enough. A second look on the word filter would help greatly as well!
I also think that the reason why I did not care about the story at all was because the text wasn’t as comfortable to read as in other games. I do know that as an example in Path of Exile there are specific dialogues which I listened or read multiple times just because of how good they were.
- The sound
This is bearable but often ruins the immersion. Plenty of places feel too quiet without the music, some skills have broken sound levels and a few mobs COMPLETELY MURDER YOUR EARS. The only reason why I kill the machine gun skeleton doom dogs is because of their unbearable AK47 sound effects.
- Auras & Skills
I am sort of shooting in the dark here now but if most classes have auras, they should have their own separate skill slot. While I do understand that 20 points limit is made for making the choices more meaningful and balancing easier, it still often feels like too little but at the same time I believe you know better about balancing than I do.
11.( Edited) Monolith layouts
I also didn’t like plenty of Monolith layouts which forced me to do too much running back and forth. This happened often in the layout which has the middle part separated so you had to walk around it for 2 minutes if you chose the wrong side or had two objectives, both on either side. The worst part was doing that monolith for the first time with a single objective where I kept looking for a corner to go around to the other side, realizing that I have to walk back the whole way.
Some bosses were guilty of that as well, where I managed to run to the end of the Monolith only to realize that the boss is somewhere in a way earlier part of the Monolith.
I’ve seen some mentions about decreasing the Monolith size but I believe it’s not needed that drastically if the mob count, rare monster rewards and objective locations are changed.
For closing words I have to say that Sarno is a very useful staff member for this community, I hope you pay him well. I will probably be playing this game again and possibly releasing another build once the multiplayer hits live (: