Feedback on Gameplay Mechanics and Balance Improvements

1. Shrines
Clicking on shrines now feels worse than in 0.1—I need to click multiple times to activate them, even when no monsters are present on the screen.

2. Spirits and Rare Monsters

Low Rewards:
Low Rewards:
The rewards from the spirits are very low. I listened to Mr. Rogers, a guest on the Dropped Frames podcast, and he mentioned that he would be looking into these issues.

Combo Challenges:
A specific problem arises when facing rare monsters with certain spirit combinations. For example, playing my melee Monk against a rare mob that has both the Cat Spirit and Volatile Plants is extremely challenging. When the protective wave of cats is gone, I have to constantly dodge the Volatile Plants—and by the time I do, the cats are already back. This loop leaves very little room to engage in melee combat. I suggest increasing the interval between Volatile Plant spawns, reducing the number of owl-spawned tornadoes, and slightly increasing the radius of the ground bombs that rare mobs cast. That way, they don’t form a tight, impassable circle around the mob.

3. Melee Combat Issues

Jamantra Fight: In melee combat against Jamantra, he eventually starts summoning lightning bolts around himself, forcing me to tank the lighting damage while trying to attack him.

Titan Fight: In the Titan fight, it’s possible to place the bell outside the arena if you cast it facing the boss at the starting position, which seems like an unintended.

4. Defensive Builds and Balance
I experimented with a Life + Evasion build and found it to be a poor strategy. Here’s an example to illustrate the imbalance:

Energy Shield vs. High Life:

- A full energy shield build can reach around 12,000 Energy Shield (ES), which translates to an effective life of approximately 48,004 against fire damage. In this calculation, the Life Pool (LP) is defined as the sum of your health and energy shield, and Mitigation (MI) represents your damage reduction from fire resistance (in this case, 75%), with effective life calculated as LP/(1 – MI).

- In contrast, a high-life character I observed had around 5,000 life, equating to roughly 20,000 effective life—about half as effective as the energy shield build.

- This significant disparity indicates that energy shield is a far superior defensive option. My recommendations are:

- Introduce nodes that allow players to choose between increasing health or energy shield.

- Assign someone on the team to test a Life + Evasion build (using a class like Monk or Amazon) in the camping area on the right side of the skill tree playing melle. While it may not reach the defensive power of builds focused on the left side of the tree, it should still be viable (in my opinion) and not feel overly punitive.

Overall, all defensive options should be rebalanced if current effective health calculations continue to heavily favor energy shield.

5. Nvidia Crash and Minimap Issue
I’ve observed that whenever an Nvidia crash occurs, my minimap ends up either empty or only partially displayed. This suggests a potential issue with how the game saves or loads the minimap’s status.

Final Thoughts
I appreciate the team’s effort to continuously improve the game. Thank you for taking the time to read my feedback—I am hopeful these suggestions contribute to a better gameplay experience.

Dernier bump le 13 avr. 2025 à 19:08:40

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