Hello, I recently learned about this game and I’m very excited to see new aRPG project. I have finished the demo using both available classes and would like to share some thoughts.
First of all are the damage numbers of the skills or rather a lack of them. It struck me that I could see detailed stats about my resistances, % bonuses to different stats etc. but I wasn’t able to hover over fireball and read “throws a fireball dealing x-y fire damage”. I know it’s a very early version of the game but some skill have very precise descriptions and some have almost none. I’m sure that it will be implemented into the final product but I think adding it to the demo version is not very difficult and it would greatly increase the clarity of some of the systems.
Ok, onto the good things. I love the crafting system in game. Being able to add/upgrade specific mods is amazing and it will greatly improve the leveling experience and allow some low-budget builds to be made. My only concern is looting. During my demo playthrough I spent a lot of time hovering over items to see if they have desired affixes. I can see this being pretty dull especially for poe and d3 players (clear speed meta/picking only most valuable items)
And at last(in the crafting section): Are you planning to add shattering stones to vendor as a way of draining gold?
I just wanted to bring up melee vs ranged balance that no aRPG has ever really achieved. The class-system is much easier to manage than poe-style class building but I still think that much of the weight rests on the enemies and challenges that we face in the game. During the demo I found out that (in like most of hack’n’slash games) the best way to play is to make high-range mage that obliterates everything before he’s in any danger. Playing beastmaster was much more difficult and even though I chose every defensive skill I could, I still had problems staying alive and dealing meaningful damage.
I understand that numbers tweaking in that early stage of development is pointless but I think that melee vs ranged balance can only be achieved by working on many elements of the game (enemies, gear, skills, passives).
Thank you guys for great work, I’m waiting for the kickstarter launch.