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#1
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![]() Firstly, to Shadow, as many have already stated - Thanks for making a great product and keeping the post-sale support top-notch.
Some of the topics have been touched on previously in other threads, I know, but my intent here is to get feedback from players (and Shadow) and to encourage these things to be addressed and possibly changed. I ask that people keep their comments on-topic and constructive. These topics are in no particular order: Strange Leveling/Tier Progression - At first level I can walk through all the levels of a dungeon with no issue. As my level progresses things get inordinately more difficult. At level 20 the first level of a dungeon is exponentially more difficult and the mobs become life threatening. As the monsters get harder, my character should be becoming more powerful. This doesn't currently seem to be the case. Now don't get me wrong, I enjoy the challenge and don't want to walk over the enemies, but the progression of difficulty should be uniform throughout the levels. Has anyone else noticed this? Comments? Cave-In's - I get the feeling that the rumble-to-fall time is meant to give the opportunity for people to possibly run away, but there is never enough time for that to happen. If you can see the imminent cave-in and you're not standing right on the edge, you're going to get slammed. Perhaps we can raise the time between when the rumble begins and the cave-in occurs? The damage is also an issue here. Getting smacked for a truckload of damage you cannot dodge or see coming is not conducive to an enjoyable gaming experience. Suicidal NPC/Escorts - I don't mind escorting people. In fact, I think it one of the more interesting aspects of Din's Curse. That being said, people I'm escorting should not be running head-long into hopeless battles. I don't even take those missions anymore at 20+ level because the NPC is sure to die on the way. Unbalanced Items/Drops - I know this has been touched on in other threads, but I feel it's worth repeating and adding my 2 cents. My current character is level 30. 15 levels ago I found a dagger which has 50 DPS. You read correctly: 50 DPS at level 15. Needless to say I have not found a better weapon since - and I'm still using it. In fact, nearly all the high DPS weapons seem to be daggers. This is consistent with all items in the game. My leather/cloth drops are usually better than most plate drops (on average). In my mind there should be a definite difference between Cloth-Leather-Mail-Plate in terms of armor value and it should be consistent (I.E. The better cloth should provide armor equal to lower level leather, and so on and so forth). This logic should apply to all items in the game, both weapons and armor. Perhaps adjust for this by giving lesser armor/weapons other abilities? Adjust the attack time to even it out (swords swing slower but higher damage giving equal DPS)? Opinions? Money Drops - This is personal pet peeve. Why must anything in the game drop multiple coin windows? Does this bother anyone else? Perhaps this can either be coded out or at least given a toggle? Also, on the same note, on some occasions only walking over the money picks it up and in other you need to click it (I think it's based on being in single or multiplayer). Is there a way to toggle this? Can we implement a toggle for walk-over money pickup and single box drops for coins, Shadow? Comments? Mana-Steal Monsters - They seem overpowered; especially Dark-Elves by way of shear numbers. I don't mind fighting a lot of monsters, but fighting a lot of Dark-Elves involves a large expenditure of mana potions for the reward, making fighting them overly tedious. Perhaps make mana-steal a special attack (1 out of 5 attacks)? Opinions? Intelligence Stat/Spirit Stat - I don't know what was intended with this, but I feel as though these stats are too similar. Since they increase a few of the same things they don't feel separate. Opinions? Wizards DPS Skill (or lack thereof) - Fighters have a passive basic skill that increases their damage as a stat (strength) increases. Wizards do not have this and it feels lopsided. I know they get a mana increase as they increase their stats, but it's not the same as a DPS increase. I cannot stress enough how much fun I've had playing this game and how much I really want to see it grow and evolve through dev/player interaction. Thanks again to Soldak for keeping the ARPG alive. -Lord Blackangel |
#2
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![]() Lordblackangel said-Strange Leveling/Tier Progression - At first level I can walk through all the levels of a dungeon with no issue. As my level progresses things get inordinately more difficult. At level 20 the first level of a dungeon is exponentially more difficult and the mobs become life threatening. As the monsters get harder, my character should be becoming more powerful. This doesn't currently seem to be the case. Now don't get me wrong, I enjoy the challenge and don't want to walk over the enemies, but the progression of difficulty should be uniform throughout the levels. Has anyone else noticed this? Comments?
Give us an idea of what you mean with your character isnt becoming stronger. What class/hybrid are you using and what skills type of items? |
#3
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![]() Strange Leveling/Tier Progression: the world gets more dangerous as you level up. how is this a bad thing? things would be pretty boring if the overall difficulty stayed the same
Cave-Ins: cave ins have been nerfed way way way too much already. there's a sound effect and a visual cue long before the rocks actually fall Suicidal NPC/Escorts: clear the path before you take them Unbalanced Items/Drops: agreed. itemisation has been a joke from the beginning Money Drops: i love seeing a floor covered in coins. auto coin pick up is singleplayer only (and possibly while solo in a multiplayer game, not checked) Mana-Steal Monsters: learn to dodge attacks Intelligence Stat/Spirit Stat: INT gives crit, SPI gives resists i'll add one of my own.. auto targeting when using a bow, and using 123 to attack while moving, it's annoying to have it target healthstones/crates/webs that are nearby when an enemy is in range even when there's no healthstones/crates/webs around, sometimes you need to get really close to an enemy before it gets targeted (mouseover works fine, but sometimes you want to avoid running towards them, and the behaviour of R is just as unpredictable as not selecting anything) |
#4
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In closing, let me be clear: I want the world to get more difficult - but it's all pointless if I don't feel like I'm scaling with it. I want to feel like I'm going up in level and getting more powerful, not simply gaining shiny objects and raising statistical numbers that don't really seem to do much. I understand that this is a somewhat esoteric issue which can be hard to tackle, and I think there is probably many contributing factors which occur at higher levels that may cause this: frequency of more elite monsters, D.O.T. effects such as poison and fire, and sheer number of mobs. |
#5
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If they're alive when I get there - sounds like a plan. Usually the moment I see them, they're mid-death. It's usually more trouble than it's worth. Other posts have mentioned escort/npc missions where people on lower levels die before you can make your way down to them. Quote:
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Dodging an entire room with 10 Mana-Stealing Dark-Elves is not possible - but more to the point, it's not a fun addition to the game in such volume. And let me be clear: This issue is one of the most complained about things within my co-op group. Perhaps limiting the special attacks as I mentioned previously might help. I'm open to other ideas anyone might have. I understand what they do. I was looking for opinions on their similarities, not their differences (which are apparent). Quote:
Also, I've never found a reason why I'd want to destroy a healthstone, lifestone, or such. I understand that having an area-attack harm those things lends a certain degree of caution (which is good), but regular attacks? Seconded. Third. Fouth. ![]() |
#6
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And you're complaining about this during co-op? This is what tanks are for. One of you runs into the mob and draws their attacks while someone else deals out damage from a safe distance. It really isn't that hard. |
#7
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Yes someone could tank. Yes you could kite them back and pick them off one at a time. No that isn't hard. What it is, for me and many of my co-op players, is annoying, tedious, and pace breaking compared to every other creature we fight. In in end it this seems to be more of a personal preference. I can see how this might not matter to some players. Its not a 'major' issue by any means and seems only to come up in co-op. YMMV. |
#8
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Along a similar line: I think the creatures ability to deflect/evade/etc is why it seems to me that when I should have a 90%+ chance to hit that I am hitting more like 75% of the time. I am still fairly new to the game and haven't had too many chars past lvl 20, so this is just my opinion. |
#9
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Any ideas for the devs on how we can remedy this? |
#10
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On top of that, I still feel that the unique class items (Elite+ and Set) are underpowered. The random bonus modifiers are nice, but I think maybe there should be a special list of modifiers they can get, cutting out the weaker or less impressive ones. It really sucks to get a Legendary shield and have a +10 health bonus on it as a random modifier. Some of these items need to have their base bonuses cranked up too. An example of this that I found shortly before I stopped playing (due to technical issues, nothing to do with the game) was Mudbeard's Chestpiece (not sure if that was its exact name). It was a fairly good Set piece, a plate chest armor, and it had a stock +1 Strength modifier. Furthermore, I've suggested a few times that certain modifiers be restricted to certain types of items and certain rarities. +all stats really ought to only appear on rare or very rare items, and maybe it should even use up two of the item's "mod slots" instead of one. +health should only appear on armor and really needs to be beefed up anyways. I'm pretty sure some modifiers do only show up on certain items though, like -cast time, which I've only ever seen on staves and gloves. |
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