Tuning Issues
I've spent about 36 hours playing, I'm now calling it quits at end of Act 3. If you polished the end-game sorry (though from what I hear there were just as many issues at the end, like kill a rare, where it spawns in inaccessible locations, in the river).
Here's my final notes. Resurrect takes too long in co-op, no boss is going to let you finish. A single hit resets the timer regardless of whether its a stagger or not. There were many areas that were much harder than their listed level, was gear starved for the first two acts, and early on you don't have options to work around these type of design issues. This felt worse than archnemesis league by a significant margin. Normal and Blue Mobs with Resistant to Phys,Ele,Etc, early on are far too numerous with little reward for dispatch. Several of the Act Boss fight mechanics and the level of telegraph put this game currently at about 2-3x the difficulty of the hardest fights in a Dark Souls Franchise. I could do it, but most won't be able to. It only gets easier once the passives and other skills come online, and even then, the skills with limited choices are still superjanky and feel bad. Normal mobs are ridiculously hard for no loot. Good gear doesn't drop if the loot seed isn't with you. There is no way to trigger vendor respawns aside from gambling/leveling. Crafting is borderline non-existent, and there are no vendor recipes, there are no nets. Walk that tightrope perfectly for tens of hours. Over-leveling is not a viable path forward. You can be over-leveled and over-geared (res capped) by 5+ levels and still be unable to clear a boss because of the simple formula isn't met for your class. Success/Clear = Time(Health Sustain) > Time(BossHP-DPS). Warriors are completely broken. If you don't get a god tier weapon, or other drop early even if you set up your skill and support gems efficiently, you are still stuck and unable to progress. Nearly every streamer I saw had some kind of game-breaking gear drop. This seemed very misleading. The areas are too big, travel time is too long. Its boring. I'm cutting my losses early because the time investment is simply too high to continue and I don't foresee anything improving by a sufficient margin to justify the time spent + money spent. I probably won't play this in the future because, in honesty, there were many things that should have been taken care of in Alpha. The only way I see what happened, happening legitimately is when those invited didn't do their job, or provide meaningful feedback, because they wanted to be invited back and not be negative. Yes everyone was learning how the new systems worked, but there were a number of build breaking things that get you stuck in purgatory early where it was downright misleading. I've posted bug reports for a few of the larger issues. If you invest in a skill passive that says increased damage, and there isn't increased damage. That's an Alpha issue. I don't feel like having paid $30 just to see and test this early was worth it. I've done beta's in the past for a number of large games. This seemed like a late-stage alpha quality release given the clear play-ability issues that came up early (unrelated to game infrastructure scaling). I paid $30 on PSN, and it doesn't even get attached to my account properly, or provide an option to fix it. SMH. Last bumped on Dec 10, 2024, 7:40:34 PM
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