● Some Feedback ●

I’ve been playing this game a lot and decided to write some feedback about current game and mostly, some stuff I don’t like:

  • It feels like energy gauge is unimportant factor at all. I don’t remember running out of energy, I don’t use energy potions. I know energy is there, but it feels that it’s not. I think this can be solved by multiplying energy usage of skills by x2 or just maybe balance energy usage of skill to the point that you really feel it’s important, not just for cosmetic purposes. Maybe energy usage of skills must go up as you level up them? Mostly it goes for late game, when you have 2000+ of energy.

  • Same goes to sleep, petrify, maybe some other resistances? I don’t remember ever being put to sleep or petrification, and I don’t remember items giving those resists. All and all, it gives false expression of content that is not even in the game. Either you make it important or there is no need to waste space with it in the game.

  • Maybe it’s too late to do this, but would be cool to have -increased drop rate of items, increased item rarity that drop- factor on equipment introduced in the game. Of course, it would require proper balancing with current drop rates mechanics.

  • I have dual wielding character with cadence skill set on main attack slot. I don’t get why when I hover over 2-handed weapons they always show +x to attack by significant factor, no less than +3000, even so if I equip it, attack will be lower. Is it bug or I just don’t understand something? Also, If I equip one one-handed weapon, attack is higher than if I equip 2 one-handed weapons. Any reason why?

Other than that, I think nothing bothers me in the game. I rate this game as best ARPG at current time, and I played almost all of them

Play with a build that is energy intensive and you will drop the first suggestion. Doubling the energy cost of skills would make AAR outright unplayable for example.

  1. The vast majority of builds care and even struggle about energy. The ones that don’t are Cadence or Fire Strike based. These skills are just cheap. It’s fine.

  2. Can’t remember a single piece with sleep resistance. Some enemies do use Petrify, but yes, it’s rare.

  3. Examples please.

  4. A lot of people do not want to see magicfind introduced.

  5. It might happen due to various reasons. E.g. it’ll count flat damage from Dual Blades as if it applies to 2H, but when you actually switch Dual Blades gets disabled and your damage sinks.
    Tech limitation I believe.

I dislike any suggestions of emphasis on mana management. It can be utter annoyance even at its current state. The reason I don’t touch my blade arc bleeder and some other.

I have a Blade Arc Warder and with 2 Ectoplasm he is doing pretty well in term of Mana issue. Of course I’m losing the great Corpse Dust augment (HP% + Vitality Resistance) but without them I guess he would effectively be unplayable.

  1. I only care that it would be more balanced. For now, I feel being handicapped by energy usages. If this disbalance goes for some skills, then fine, balance only those skills by increasing energy usage. I also though it would be interesting if skills would have energy usage increase as you level them up, because energy usage is the same for the same skills at the start and late game. You sure have much more energy at level 80, than at start of the game for the same skills that only get stronger, as you level up them. Feels unbalanced.

  2. Skills that are not in squares, but in circles on progression tree. Maybe I have mistaken something, but I do remember some skills having no animation or visual FX, maybe it got fixed.

  3. Well, it would make game a bit more diverse. I am fine without it, but would be cool :slight_smile:

  4. Well, it sure looks like an issue. When you hover you mouse over a weapon, you expect those number to show if it’s really better or not. It leaves you with confussion

Energy Usage goes up as you level the skill. Like mentionned Fire Strike and Cadence are really low and it might not really show but there is a lot of skill that if you overlevel them are becoming impossible to play (A level 40 character with 1.2k Energy using his Main spell for 200 Energy is gonna empty his bar before killing one boss)

You are forgetting energy regeneration, energy potions? You know, you don’t have to kill boss with a single energy bar of 1200, it makes it boring easy. Then, DEVs need to fix Cadence and Fire Strike. Making them use x2 of energy at their maximum level will not disturb balance, but will make it more balanced

Except there’s nothing to be “fixed”, that’s how those two skill lines work. They used to be more energy intensive but people complained and they toned it down.

And to be perfectly honest, there’s absolutely nothing fun about energy management. It doesn’t have any strategy or skill involved, it’s just annoying.

Its an Auto-ATK replacer it “change” your Auto-Atk you don’t want them to use all your bar and be unable to use your “real” skill.

Cadence, Fire Strike, Savagery, are Auto-ATK replacer they basicly become “passive” once you set them as your LMB. It is how they are made and it make perfect sense.

It’s not supposed to be “fun”, it’s supposed to be challenging. Cookie cutter is not fun, it gives you false expression of accomplishment. There is no accomplishment without some challenge, especially in ARPG game

This game has PLENTY of challenges to feel accomplished over without auto attack energy maintenance being one. Like Norzan previously stated, the auto attack replacers used to use more energy and it was toned down at the community’s request. You’re just going to have to accept that you’re in the minority on this. Play any caster build and you’ll come to enjoy the fact that some builds don’t require obscene amounts of energy management. Plenty of other builds do. Every class has a different play style. That’s not cookie cutter, that’s by design.

Magic find does not make the game more “diverse”. Instead you are now gimping yourself gearwise to maximize this fabricated magic find stat. If anything it effectively makes the game less diverse. Spending a moment or two in thought on the ramifications will reveal this fact handily.

Anyway, it will never appear in GD so you can scratch it off your list.

Class, build, doesn’t matter. Energy is there for every class, so energy management should have challenge for any build. And GTFO from my topic with that “you are in minority”. DEVs makes final decision, not you

Started like a human, ended like and asshole. If you don’t like it, don’t bother commenting and GTFO of my topic. DEVs make final decision on what to include in the game or not. Any new stats makes game a bit more diverse, like it or not

Try reading it again. You are projecting your feelings about what I said in to it. There is nothing amiss here other than cutting to the chase.

Slow it down. Read closer. And it becomes clear you just drastically over reacted. I made a simple statement. It will never appear in the game. The devs will not be including it and has been confirmed in the past.

It does not make it more diverse. Instead you now find most people ramping up the importance of magic find and pigeonholing their builds for it. This equals less diversity.

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This subforum is for public discussion and critique of feedback and ideas. It is to be expected that some people will disagree with you, and you have to deal with it. If you think that someone had crossed the borders there’s the “Report” button. If you don’t like it there’s a no-reply feedback forum which only developers could read.

The guy you quote, while not quite polite, is right in regard that you should try playing caster builds, from those that require some energy management like Primal Strike to those that are all about energy management like Aether Ray.

I for one think that mana costs of more skills should be brought down, especially on early levels. Mana management isn’t really challenging, actually it’s pretty trivial and for 90% skills comes down to using Ectoplasm instead of Corpse Dust.

I welcome you to suggest how to actually make energy management balanced and fun, but I’m afraid you need to play a bigger variety of builds first. Otherwise people who had been around for a while would just say that you don’t know what you’re talking about, and they would be right.

No it doesn’t. Swinging a mace little bit harder shouldn’t consume as much energy as conjuring a meteor rain.
In regards to “”“YOUR”"" thread, it’s still in a public part of the forums, so anyone can post on it.
There is a no-reply section for crybabies like you, who think promoting AFK farming builds (and MF as an item stat does exactly that) is the “diversity”. There are enough shitty affixes as it is (and the xpac will add more), don’t need muddle it up with dubious bonuses.

Well, it sure creates diversity, because you have to take choices, either equip something that have more stats boosting your power or endurance and having average drop, or sacrificing some of that endurance and power for a higher/better drop.

Sure, you still have the options but even Diablo is enough of an example of the fact that the majority of people are going to put Magic Find on a pedestal by default and make it a central theme of their gearing choices.

The result? You now gear for Magic Find to find more gear. Gear you will likely now never wear unless it too also features Magic Find.

Alot of irony in that.

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