Gameplay and technical issues in the game are too much for me right now

In both trials I've experienced random server disconnects and game crashes that cost me an attempt on these trials. The latest one happened during the 4th boss for sehkmas once he began spamming orbs, portals that shoot orbs, the giant moving orb, his arcing projectiles, and the a nearly endless stream of staves that crisscrossed around the arena all at once. The trials themselves don't make sense to me. The honor system of sehkmas feels like it belongs in trial of chaos.Combined with just how overly oppressive those trials are I'm not doing those anymore.

Neither of the aiming modes are allowing me to properly aim at enemies that I need to kill. Either my character randomly fires at an enemy in the distance while ignoring the mobs in his face, or when I switch to the focus aim it's incredibly slow or just unresponsive in allowing me to switch targets. I'm playing on a controller and it feels like I'm fighting my character to do what I want while also trying to get through the content. This wasn't too much of an issue for me during the campaign; if I died then it's back to the checkpoint no biggie. But when deaths cost me attempts at content (and exp on maps) this technical issue is amplified.

I don't like the endgame at all. The campaign was great, and I enjoy the fact I don't need to button mash my way through the content and actually have to set things up and combine moves. It's a different story in the endgame where everything is rushing me or shooting me from off-screen. I've stopped doing rituals and breaches because I've gotten tired of mobs spawning on top of me and pushing me into hazards or trapping me in a mosh pit. The small space that rituals can have on some maps makes position feel pointless. I like the way I've built my characters up but for the most part I'm not one-shotting everything on the map so the mechanics just aren't for me. To go from a pretty chill campaign to the pcp-riddled zerg-fest of the endgame is jarring.

Ascendancy being locked behind the trials and jeweller orbs being so rare makes the classes feel very restrictive to me. I've enjoyed the way classes play so far and after stalking the forums and seeing combinations from more experienced players really love how creative you can get with builds. Much of that being locked behind rng or rng with awful mechanics limits my ability to experiment and change some skills around which means I'll be spending less time playing to see how much I can get to work.


Overall I really enjoyed the way the game looks, the way the classes play, and the slower pace of the campaign story. That much of your character is locked behind trials and rng, technical issues causing you to fight your character to do the thing, and an endgame where you'll eventually need a one button insta-delete move to keep from getting insta-deleted yourself overshadow this. If at least the targeting issues were fixed then my other issues with the game would be easier to manage. I also think that unless whether or not map attempts can be separated between losing one on death and not losing one on server connection loss that whole concept should be done away with, especially during early access where that are so many server issues.

I don't see myself getting this game if none of these issues are addressed.
Last bumped on Jan 28, 2025, 9:01:47 AM

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