This is the report of a player playing the game since the beta version (maybe 1 year before the “official” release), who exclusively plays the game in multiplayer, and who plays ARPG since the beginning (Gauntlet on Arcade and Diablo 2 on PC).
This is a list of various notes. Some are connected together, some others are not, and just random comments about specific, unrelated parts of the game. There is no specific sorting. The comments are detailed, I have tried to be clear since english is not my first language, but this ends up in a pretty long text. Some parts may sound relevant to some readers, some others may not.
The comments are mainly focused on what makes little sense to me and what should be improved.
Devotions with specific requirements vs dual wielding
I am under the impression that the devotions like the Berserker and the Blade of Nadaan apply as soon as the character takes the required weapon, and that as this point, the bonuses then apply to the whole character, ie included when he also uses a weapon from another type. If this is the case, then this means that there is something wrong with the way that this works. The bonuses with specific requirements should apply only to the attacks performed when those specific requirements are met. This is no problem as long as the character only uses one weapon, but in the case of dual wielding, I am under the impression that the game engine doesn’t make much difference with what is being used to do the damages (ie dual wielder with axe-sword, with the blades of nadaan bonuses applying on the axe and the berserker bonuses applying on the sword). I am not sure if this does work this way, and also if this is supposed to, but this feels a bit messy.
Environmental damage
The environmental damage in the Hargate’s level dungeon in normal difficulty is still completely broken. I died before I could do anything. One can deal with the monsters pretty easily, there is nothing particularly tricky in this dungeon as long as one deal carefully with the spawns, the cold shots casters and the packs of small monsters, but the place is all green and the parts of the floor that deal damage are not that obvious and one can easily get surrounded, and before he realizes he just ended up being surrounded in the wrong place, it’s a free death for nothing. The resistances appear to be still not computed for those damages, as well as the defense and anything else but the massive damage absorption of skills like Blade Barrier. This kind of flaw belongs to alpha versions: in a game that is now officially completed for years and which had had since two add-ons, it is completely unacceptable and unfortunately shows nothing else but the limit of the concerns of the developers team to the basics of their game.
Item components and game evolution
Some early game components miss end game versions. The emerald for instance, which provides +8 phys/cunn/spir. Some end game builds end up being more or less balanced regarding the HP, damage bonuses, resistances etc, and may enjoy an all-around boost to their attributes. Why isn’t there some advanced emerald, which may work like 3 emeralds + aether crystal or whatever = 1/5 super emerald = +3 phys/cunn/spir, which may provide a total of +15 to all attributes for instance when the component is completed, with a level requirement of 75 or 80? This may be a nice option, especially when one is struggling with the requirements for that armor that needs 1000+ phys or that book that needs 700+ spirit, or that build that have nice abilities and is overall OK but can’t manage to have its offense reach 2300.
Same with Roiling Blood: what are the options at the moment for the end-game physical builds who are OK with their resistances, HP etc and may enjoy an additionnal bonus to damage and offense, or some vampirism, stun bonus or whatever relevant for what they do? Roiling blood? +8% phys damage/+16 offense? lol? If the guy isn’t much into bleeding damage, the bloodied crystal is irrelevant, as much as the runebound topaz if the guy has no shield.
The components options are pretty poor, especially for the rings.
The best example of this experience is in middle game, when all the components available in early game (up to level 27-30) begin to feel limited, and the next components are available at level… 75… (not considering the Shard of Beronath, Symbol of Solael, Ballistic Plating, Arcane Spark etc, which have very specific uses). The game features plenty of inventory with versions that can more or less follow the character with his level development (normal, empowered, mythical), why isn’t there the same system for the components? The emeralds, marks of illusions, corpse dusts, arcane lenses, dread skulls etc could very easily enjoy level 50 and 80 versions. The other best example of this missing feature is the recurring need for aether and chaos resistances in middle game, before the level 70 armor augments. Unless you have some specific builds with some specific skills or inventory that will deal with this issue for you, your options here are pretty close to zero. Black Tallow or Aether soul on the amulet and that’s about it, or going the aether/chaos way in the devotions and gettings bonuses that are going to be otherwise completeley irrelevant for your build.
I don’t mean that the players must have components that are going to solve all their problems, but at least to have some options to more or less deal with critical issues like requirements, a resistance that one can’t get to at least 40% or offense/defense etc. I know that game features plenty of inventory options + components options + augment options, but : 1) most components placeholders are very specific (the weapon, the chest armor, the amulet, the shield etc), and 2) the armor augments aren’t available before level 70, which makes that what looks like to be plenty of choice actually has 1-4 options at best depending on the builds and the situations.
Please make level 50 versions of most early game components, which would require for example 3 pieces of those early game components to make 1/4 of the new components, which would have when completed +40-50% of their features, and then a end game version which would require again 3 pieces of the mid game components to make each a 1/4 of the final version of the components, which would have when completed +80-100% of the features of the early game components. The level 80 versions for example of Mark of Illusions would have +30% elem damage, +24 spirit, +36 def etc, the emerald would have +16 phys/cunn/spir, the purified salt would have 40% aether res etc. That would make much more sense for the whole game. At least this would provide a decent option for those who need that kind of bonuses, instead of leaving them with nothing else but the basic components which features have then become plain ridiculous in the ultimate mode.