Not every map needs lingering ground effects.

I don't know who needs to hear this, but there is way too much of this and it overlaps and is almost impossible to see in some maps. Enough is enough, find a way to balance your game that doesn't rely on cheap damage that cannot be seen.

Also can we lighten up on the resistance penalties? Struggling to get to 50% resistance in endgame because itemisation is awful. All my attempts to stack resistance and I managed to get up to 52 fire, 40 cold, 42 lightning and only 14 chaos on my warrior/titan. Pushing further means another 10% I will have to find. I entered endgame on this character under 20% all resists. This is something that should be able to push at least to 50% during the campaign, but again poor drops and worse crafting.

Final thoughts. Why do the lower tier maps have to go so hard The spike in difficulty due to monster density once you get to maps is awful. It goes from a methodical and tactical game to a hectic game where you have to clear screen as fast as possible. The devs need to pick a lane.
Dernier bump le 9 mars 2025 19:25:34
The things you stated are the reasons why this game kinda fizzled out and never took off.

Check back in around 2030.

Explosion as a mod rather than a mob specific ability = DELETE
Archnemesis mods = DELETE
Trials = DELETE


Roll replaced with a dash or slide with no slowdown.
One portal = DELETE
Skills bound to weapon = DELETE

Crafting = you better or its over, and better be done right cause ....

Drop rate increased 5000%, that is not a joke , if they want crafting than just 2000%

That and the game would have had traction instead of friction.


Dernière édition par Jitter912#4278, le 9 mars 2025 19:26:07

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