Variety of feedback

First off I am enjoying early-access a lot. The campaign is stellar, and I hope they figure out defenses for the endgame. I don't like Energy Shield - my power fantasy is armour+evasion and that is not in a good spot right now.

Rare knockback on stun
A pet peeve of mine is that I have a stun-focussed builds and when I stun an enemy they get rocked backward (out of my melee range) and I lose precious time to actually take advantage of "40% more damage to heavy stunned enemies".

Wells should overfill
Instead of punishing players that forget to refill, always automatically refill in town - but players that explicitly use the well should be rewarded with over-charging flasks and charms (so 140/70 charges for example).

Palm strikes
I like that the monk gets various utility unarmed strike skills; but they don't feel amazing to use in my opinion. My suggestions: similar to dodge rolls palm strikes should interrupt action to happen immediately (I hate to see a chance for a killing palm strike and having to wait for my current attack skill to complete its actions). Additionally I think unarmed strikes should have a much higher attack speed; arguably unarmed strikes should be the fastest base-attack rate of any attack.

Blocked hits don't gain rage
This is self explanatory. I am supposed to gain rage on hit. A hit that is blocked is still a hit (it just doesn't deal damage) - I should gain rage.

Mantra of Destruction buff too short
I like Mantra of Destruction, but currently it has 2 distinct problems: firstly only a few skills (e.g. Whirling Assault) actually take good advantage of it; and secondly the buff granted from killing enemies with the empowered attack lasts way too short. Another issue is that it only ever really matters while mapping, in a 1-on-1 fight with a rare or a boss it doesn't come into play most of the time.

Default uncut skill gem selection
When I play a mercenary with a quarterstaff then when I click an uncut gem to select a skill then I want to be defaulted to quarterstaff skills.

Vaulting Impact vs Leap Slam
It irks me to no end that Vaulting Impact doesn't "jump over" things. With Leap Slam I cross over unpathable terrain all the time - but Vaulting Impact doesn't get the job done.





Last bumped on Feb 8, 2025, 3:25:00 AM
Spirit sinks
As an invoker with a high evasion body armour; I have plenty of spirit, but not enough ways to spend spirit. It would be nice to have some scalable spirit skills similar to minion gems where you can simply reserve more spirit for a bigger effect.
Yay. Someone made actual feedback.

Yeah, the "knock back" on stun can feel really weird, but could be fixed with a small timing change when what happens.
Like "Stun Threshold reached > knockback animation > Stun timer goes down" or whatever.
[Removed by Support]
"
Yeah, the "knock back" on stun can feel really weird, but could be fixed with a small timing change when what happens.
Like "Stun Threshold reached > knockback animation > Stun timer goes down" or whatever.


I'd prefer an in-place knockback over one that moves the enemy 2m away on heavy stun. But I'd also be somewhat okay with the knockback being followed by my character in tandem, so the kinetic weight feels the same but damage uptime is not affected.

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