Feedback from a newish casual player
As a newish casual player I'm considering uninstalling and waiting for the game to get closer to release. I figured I would throw in my feedback here before I do that.
This is largely because of the rough afternoon yesterday with several different issues: * Finally found another spirit gem and, not knowing about the meta build or the nerfs, I got Cast on Minion Death to use with my self immolating skeletons. Discovered that doesn't work at all and that my minions generally don't "die" that often * Found another spirit gem and got Cast on Ignite since I was using firewall, solar orb, and fireball. That somehow accrued less energy than the minion kill one. * A friend bugged out in an Act 3 area so we had to full clear it twice and the boss to get them quest progress. Which that's like early access things and totally understand there is no fault there * During the second clear, we fought two rares, we killed them, then died to floor fire because we thought it was my firewall, and saw unique gloves drop. Ran back to get them but the area reset because of the death so they're gone forever... * Tried Trials of Chaos and failed all night long. Brought my friend to help and same story. My partner was able to clear it by getting a level 80 to help her. The tribulations don't feel like actual choices or fun mechanics to play around. Like the one that makes the boss deal more damage and take less damage is just not an option. There isn't anything to play around with that other than over gear and over level to make up the difference. The petrify statues say that if you stay in their vision you get petrified, so you think you can just avoid standing in front of them, but they have pretty much 360 vision so you can't be near them and they petrify in like 1 second. The modifiers to monster skill speed, the reduction of defenses, all those ones that effect things passively don't have a way to play around. There are only 2 tribulations that feel like good mechanics: the floor lightning runes and the blood orb. Those are telegraphed and you can dodge out of them. They affect the arena in a way which can zone you from areas and also make you think about where you're rolling to. More of those and less "invulnerable spirits that are faster than most mobs and will end your run if they hit you 7 times". * One more point on the Trials of Chaos. Having a single life when the boss has one shot mechanics like turning into a massive screen sized tornado with barely any cast time to it is not fun. Having like 3 lives for the whole run would feel a lot better and a lot less like a waste of time. Some more general feedback: * Spirit feels extremely limited, especially for minions. I kept thinking that a new scepter would drop with more spirit but the only ones were modifiers that would give me enough for a single minion. Support gems on some skill gems also have spirit requirements which aren't highlighted when you get those skills. This made me confused that Hemomancy was using spirit when it was the support gems that were * The durations for abilities are very short when considering the cast times. For example, Firewall is about a 5 second duration. Most spells have a cast time close to 1 second, which means every 3-4 casts requires refreshing a firewall. With 8 slots on the action bar it's not possible to use all active abilities while keeping them all alive. This made me end up using only 2-3 spells overall and it felt like the other slots were wasted. I thought getting spirit gems would help with feeling like the slots aren't wasted, but the spirit costs are so high that I can't use them all either * I have no idea what my minion stats are. Sometimes I'm choosing an uncut skill gem and the only diff shown is the int and level requirement so I have no way to actually know how much it affects the numbers for my minions and tend to go for other upgrades where I can compare them. Like I have no idea how much health my skeleton warriors have or how much damage they deal on an attack and am just blind faith dumping passives skill points into minion buffs on the tree assuming that is most likely doing something. How much something, I have no idea. * As a witch, I have a ton of skills requiring corpses and no reliable way to generate corpses. For example, I have Unearth and it's completely useless in a lot of situations because I just don't have any corpses. This makes me not want to get other skills that require corpses because I already have a corpse shortage. So like half the witch skill gems feel like they can't be used because of that. Then there are the offering skills which ties back into the limited spirt point because I can cut my army (2) of permanent minions in half with an offering to boost my one skele by like 30%? The math doesn't add up there so those also feel useless. It's no wonder that the most popular witch builds are using sorcerer gems. * There is a weird synergy/anti-synergy between Raging Spirits and Fireball. With the multicast support you can get 10 spirits from one fireball cast. However, they spawn from the firebolts which means they often are spread around the entire screen and have to float their little fire booties back to the center of the screen. If you cast another fireball, then it can erase those spirits before they made it back. Due to their limited duration this means that you can max your spirits but also your spirits will do less because they're almost never near the target and you're constantly resetting them all with each cast. Especially noticeable in boss arenas. This may be working as intended, though, and just a weird quirk to watch out for. Last bumped on Dec 13, 2024, 11:18:19 AM
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