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With more content, more mechanics, higher max level, and some balance changes, there should be less grind in the complete version of the game.
The devs said several times the game was more grindy than what they were aiming.
It's an EA. To me, it's never a good idea to spend to much effort on a game still in EA.
It's fine for someone to do it if they like it. It brings some useful data to the devs.
But there is too much risk to see (some of) that effort go to waste because a patch removed something, added or changed something allowing to do more easily what we had a hard time to do, etc. There should not be any wipe with Slormancer, but it's something that can happen during an EA.
The worst would be to be angry to the devs for a change improving the game and making it easier to new players (there are players that are like "it was a pain for me to do this, it should be a pain for everyone!!"). Or the devs to avoid doing a change in fear of making some players angry (it's an EA, it's the time to do those changes, even if it appears after to not be as good as expected as there is still the opportunity to change that change).
And there is also the risk to grow tired of the game way before having seen it completed.
It's worth pointing out that there are a HUGE amount of balance issues with the game in its current form, so it's worth keeping in mind a lot is likely going to change during the last update or two. I wouldn't be surprised if some skills see massive reworks or are even replaced entirely, such as Void or Immortal Arrow, Chrono-Puncture, etc., so unless you're having fun, I would not put too much emphasis or focus on leveling at the moment.
But I don't imagine Immortal Arrow or Chrono Puncture to be replaced.
Void Arrow can probably be redeemed with tweaks to the charge time, increasing it's projectile size, causing a fully upgraded arrow to ricochet multiple times by default and massively increasing its damage.
Chrono-Puncture should probably have the remnant component baked into it by default, cause a short stun and place a heavy damage over time effect on the enemy.
Immortal Arrow, I have no idea. It's kind of janky, hard to use and just doesn't have much appeal as an active damage skill. The only time I've found it to be useful is when it's used as an exploit, such as cheesing the Slorm Temple and circumventing all challenge in the game. If you use the Wandering Arrow upgrade along with the legendary effect giving you two of them at once, coupled with Mist Walker, Rain of Arrows and the Mini-Keeper Reaper, you can easily reach floor 500+ without really trying at all.
You pick Wandering Arrow, plant the Mini-Keeper in the middle of the room, fire Rain of Arrows toward the approximate center of the room (with the Hunting Net and Pinned Down! upgrades) as you run into the center to activate the breach, and then vanish with Mist-Walker (using the One With The Mist and Fairy Dust upgrades).
Rain of Arrows pulls everything into a big group and slows them, the two Wandering Arrows go grab and aggro enemies on the edges and the Mini-Keeper kills them all, all while you enjoy invisibility and damage immunity. Rinse and repeat.
It's extremely boring but effective.
That's the opinion of uninformed and dumb people, sure. In reality, a large number of indie games would likely never see completion without early access funding and in the case of many so-called AAA games, people pay full price to be a beta tester regardless considering how bug-ridden or poorly balanced they are (Skyrim, Cyberpunk 2077, No Man's Sky, Fallout 76, FF 14, etc).
How are we suppose to give proper feedback about balancing the game when we are not able to play proper late game locked behind grind?
The Slorm Temple and Expeditions use a simple percentage modifier for monster health and damage at higher levels. It doesn't really change anything. Enemies just take longer to kill and begin to reach a point where they one-shot you. The rewards don't increase as drastically as they probably could (or should) either.
The grind issue is a persistent problem because of how Reapers function and the infinite scalability of gear using the blacksmith.
I'm not sure why gear can be pushed so high when it allows you to exceed what the monster and encounter design can handle and the leveling system on Reapers could really use an overhaul.
It would be less confusing and more reasonable if the Reapers unlocked in smaller, predictable parts and upon reaching level 100, you simply unlocked the Primordial form at maximum power. I don't understand what value there is in forcing the player to level it a second time, especially considering the maledictions.
How is gear made obsolete with every update? You can still upgrade the level of your gear at the blacksmith with the slormites of true potential.
It's hugely expensive for casual players though. TP slormandrite drop rate isn't very high, you need 110 of them per gear set per level cap increase, and crafting more of them requires epic slormandrite which are perpetually in short supply. I don't even remember the goldus costs so that may or may not be an issue as well.
I know you can still use gear 10 levels lower and do fine but it still ends up feeling pretty bad knowing that.
Yeah, I agree with that. Do you think it would be preferable to have drops massively increased across the board and costs lowered, while balancing it by limiting the stat pools for each tier to power levels, only allowing one stat per tier and converting all percentages to a rating-based, formula system?
For example, an item could be:
Green: +100 Armor
Blue: +10 Critical Strike Chance Rating
Epic: +10 Haste Rating
Converting to a rating-based system I think is absolutely necessary to limit the power creep to reasonable levels. It would also do away with the weird way several percentage-based stats (like attack speed and critical strike chance) increase by 0.5% increments only at certain reinforcement or item level thresholds as well.
An example of a formula for Critical Strike Chance Rating could be (rating+item level)*0.05 equals the final percentage.
So: (10 Critical Strike Rating + Current Max Level 60) = 70*0.05 = 3.5% Critical Strike Chance.
If you reinforce the item, the +10 Critical Strike Rating would increase one point, and increasing the item level would also increase it by one point.
So: (11+61) = 3.6% Critical Strike Chance.
The small increase in power would be offset then by simply making things drop much more frequently. For example, for every one Slormandrite of True Potential that drops now, have something like twenty of them drop instead.
I also don't really see the need to rework the drop system to solve the problem when we can just have True Potentials boost equipment to max level during early access (since this is only an issue because of the level caps in early access,, in the full release nobody will be making heavy investment into low level gear like we're forced to).
I agree with you that the current situation is somewhat unique in that people won't invest so much in their gear while leveling in the full release but I think it's inaccurate to believe they won't at least somewhat. I never bothered at all with the blacksmith until well into the prison update and really only starting upgrading my gear with him because my build had problems with mana constantly and the bat enemies were kicking my ass.
Ignoring that, I still think it's a problem for people that want to try different builds or like switching between all three characters (especially).
The game is described as being casual friendly by allowing you to change your attributes, skills and legacy investments on a whim, but then presents people with this enormous grind leveling Reapers and massive expense when it comes to maintaining gear. I guess I'm not sure what to think.