Another feedback on this season

This thread is my view of the season, intended to give GGG some more data for design decisions.

After playing Dawn of the hunt for a week getting my Smith to level 80. Think I'm already done with the season. Overall I think the current state of the game is boring, maybe simply cause I played enough of 0.1, and update does not really offer anything more compared to what 0.1 offered in a meaningful way. Probably will wait for next major content update, as there's not something I'll grind another month for.

- Campaign: In 0.1 I've not struggled with the campaign, think 0.2 was probably easier?
- Change to atlas progression: While the new map progression "sounds" exciting, I actually found it more frustrating than the old system. In the old system of running X maps you get progression consistently from just playing. Now I need to look for corrupted nexus, which is RNG. The boss is RNG for example getting Monkey which is a 50/50 win rate for me due to the 1 shot (my character is a Smith, 4K armour, 2K life, 85 all res, def not end-game tank but for a tier-2 map and getting 1 shot is a bit overkill). I can run tier-9 maps, have 3 ascendancy stages, but I have 2 passive atlas point, this is a downgrade for progression.
- Slow character movement speed: As a customer, the movement and action speed just "feels" bad. Base movement speed should really be increased by 30%. Why? 1) It's still slow when you have 30% on your boots, maps are large...its not overpowered 2) Its compulsory for me to wear boots with speed just for the game to feel "normal". If you want a cap then set down what can be rolled on boots or just remove it. Honestly 40% movement speed buff (on top of my 30% speed boots) from Sekhema trials "feels" good. I would not think the game would be ruined even if we get this outside of trials.
- "Meaningful combat" with "Combos": I play a lot of video games, once you have more than 10 mobs (or even 5 mobs) on your screen, "meaningful combat" goes out the window. In Darksouls 10 mobs usually means you are f'ed, same for WoW or any MMORPG. Unless you drastically change mob density, your action game will only feel good when combat is spammy, over-the-top... but thats what makes real ARPG satisfying! Combos only work in controlled environment, in a game where you have 20 mobs on screen + your action speed gets multiplied... combos are not "fun".
- Anti-face tanking philosophy: Traditionally every ARPG has some build that face-tanks everything. This is one of the type of build that "feels good" and you "aspire" to, it gives variety. Even if there are face-tank builds, glass-cannons will still be favorites since it's more currency per hour. Again, having both is more build variety... at the current state of defense (armor and life scaling), glass-cannon seems like the only viable option... unless someone finds a bug of-course.

Feature request: Have a "Softcore mode"/"Bunny Mode"/"Dad Gamer Mode" whatever you want to call it. Loot drop = +100%, Player defense = +100%. This would help you stick to Vision, cater for "traditional" players, while making it more enjoyable for new audience. 1) If your thinking "Oh but if we make it too easy they wont stay"... well they would not stay if its too hard anyway, and now they have an easy option. 2) "Oh but this will be unbalanced", only balance normal mode... if I'm playing "Bunny Mode" I am far less likely to care about balance in the first place, I just want to smash things and have "fun".
Last bumped on Apr 13, 2025, 3:10:30 AM

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