When I heard about GD, and being the successor to TQ, I really was thrilled that team that made one of my favorite ARPGs, made a new game for me to enjoy and grind.
While I did have expectations, for the game to pass on previous TQ mechanics, I am seeing more and more differences in the gameplay, which would cause issues (for me) when playing higher difficulties especially now that there is an actual HC option for players. I just want to list some of the irks I’m experiencing at the moment, and while majority of it will sound like a rant, I am actually hopeful for feedback from older players on the adjustments they made to cope with this to get to my intended goal. I am not sure if these are something that will be worked on for future patches, so please do inform me if these are issues they are already aware of.
1. wall casting was disabled, and line of sight is now required to cast AoE
- Wall casting was an abusable mechanic in TQ where in you can clear clusters of mobs with the safety of them not being able to get to you, making pathing much easier for even the most squishiest casters in the highest difficulties. While I am ok with this being disabled, what I am currently annoyed at the moment with is that you cannot use your environment against ranged attackers to block incoming projectiles and the game prevents the player from AoE casting them when a crate or a pillar is blocking “line of sight”.
2. Ranged Kiting - running back then pressing shift + LMB
*Doing this a on target most often than not results in your toon firing the first shot to the direction he was was running to, then readjusts to intended target after 1-2 shots. Response is a little better when kiting back then simply clicking on target w/o + shift, but the purpose of the shift is to prevent your toon from accidentally moving forward to the mob/baddie you are kiting. This is fine at lower difficulties but at higher ones, 1-2 shots delay can spell death for your HC toon.
I’ve been reading through builds in the forums especially those recommended for HC and I’ve found it weird that most of devotion setups are geared to stacking survivability options that allow you to facetank while dishing out your damage; which is really weird for me when going for casters and ranged toons.
It should be mastery of game mechanics that enable these kinds of types of toons to progress to higher difficulties not exaggerated circuit breakers that’s intended to bail you out, or even worse, resort to breakpoint capping to abuse survivability/cc skills. Kinda hard to do that though when the game makes it difficult for you to do so.
This also severely limits classes that can HC; given that Survivability is always the main focus.