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They should streamline it a bit, game's not a career. But I still love it.
To be honest, we feel like most of the content is doable without spending that many hours (especially for an ARPG), but indeed if you want to clap the content and set ambitious goals it might be much longer but it is not mandatory. It IS a Grindfest after all, the genre is made for players enjoying grinding.
My legit save has 251 hours, but I'm might be a bit biased obviously ;)
Dev says he might be a bit biased about his game. What's that saying? If it walks like a duck and sounds like a duck?
I think you might be a little out of touch with games Hydon if you think the grind is manageable for most people. This might be your full time job, but most of us have full time jobs and game to relax, not work more. Just food for thought.
I reitarate, achiving most common goals in the game (story, having a strong build, and getting a good overview of the content) can be done in about 30-50 hours depending on how you decide to optimize your playtime. It is pretty common for an ARPG.
For the rest, we also have to provide for what most of the ARPG audience is looking for in a game from this genre, which is usually some sort of grinding mechanics to push the progression of your characters. This grind is not mandatory to experience what the game has to offer, it only allows for more optimisation, rare effects or bigger numbers.
Also, I wouldn't mind your detailed opinion and feedback regarding what where the things you disliked (pace, mechanics, frustrations etc)
Okay, so that answers one question. This is supposed to be an ARPG, then.
Still.
I mean, I don't have to worry about a find the matching cards sequence in the next thrilling update?
I pretty much only play the story missions with 1 character, so don't feel like I have to do it again, and as such I think the new area in general was fun/okay (except labyrinth).
About the grind, I don't mind it, it's a way for my brain to relax and dissociate. But I don't like the 10% Slorm cost for respeccing Skills and Ancestry. Sometimes i just want to try a bunch of different combinations, annoying to have to feel like I have to grind each time for that extra 10% that I lost.
Keeep up the good work, glad to play new updates. Love the game :)
The issues I saw:
1. Maps are too big, same issue I have with PoE with maps too large or not needed.(Campaign specifically, such as the large map in Felshrine I believe, act 2)
2. More meat to the map. Just running through and opening chests in a large map is never good. The map were you have to push triggers to jump between rooms is a better example of how mazes could or should be.
Any remaining issues I have revolve around balance and skill synergies which is going to be addressed per the road map, however I hope it is sooner as opposed to later.
The labyrinth and boss were fun, but I found the most interesting addition was the map where you needed to enter the tunnels in the correct sequence to progress. It was interesting simply because it was different from what you normally do.
That said, the game is in a strange place balance-wise. When I did the content on my mage (level 26), nothing posed much of a threat or challenge but it takes me quite awhile to kill anything (mostly due to mana issues).
On the other hand, both my knight (level 50) and huntress (level 62) blew through it, despite using the option to scale the content to my level.
Overall, it seems like the new content simply isn't balanced at all around the current player level obtainable, much less the overall power level the player can reach with good gear, and the only meaningful reward from completing it is an additional ancestral stone. It takes too long to level (or the level cap is simply higher than it should be) and there isn't much incentive to level up or grind because there really isn't much to look forward to other than gathering materials, gold or fragments and reinforcing gear to further trivialize the available content.
Generally speaking, challenging content is what drives players to want to level up or improve their gear, hence the "carrot on a stick" analogy. This goes a long way toward keeping the player engaged until they hit the end game content, whereupon it becomes more min/max focused due to wanting to achieve specific goals, such as defeating super hard bosses or dungeons.
That said, I love the game and find it really fun (relaxing, even) but for those that are merely seeking to "beat the game," there isn't much need or incentive to grind. The power level difference between a brand new character starting from nothing and a max level character with all legendary items and a maxed Reaper is vast, but the progression between those two points is so long, slow and incremental it begins to feel predictable far before you even reach it.
I feel like the fact that I always have something to improve on my character is enough of an incentive to play it, even if that improvement is really just slightly bigger numbers, but that's just me. However, I can also see how some might feel like it's a "chore" if they're not fully engaged due to how drawn out it feels.
I don't mind that you're biased about your own game, because you have to, else why would you make the game if you don't love it?
My problem with the game isn't that I don't enjoy grindy games, after all I've put hundreds of hours into Hammerwatch and Chronicon, but Slormancer has a type of grind that just doesn't feel that rewarding, maybe because you can complete the story super quickly, but it takes super long to unlock new levels for skills and weapons.
I've put 15 hours into Slormancer and even waited around for this recent update because I wanted to love the game, but honestly, it feels like nothing has changed with the new update, because there aren't that many additions and the general gameplay cycle is the same.
With games of Hammerwatch the grind is pretty absurd, but it was still made rewarding and purposeful because you could continue to upgrade your character, your town, etc.
With a game like Chronicon, the amount of builds IS the gameplay and I've maxed out every class in that game and spent over 200 hours on it, because, while the gameplay itself is basic, it's just super fun to continue to max out builds.
I might get there with Slormancer, if I spent twenty extra hours grinding out levels and stuff, but there just isn't anything to bridge that gap there, because the stuff you're working towards is basically just that. There's no additional stuff to unlock by grinding, other than boosting your character damage, and I think that's what's lacking.
Plus, Slormancer has a super basic combat style (even with ancestral skills) and when the grind itself is also super basic, that just leads to a very boring type of grind.
I definitely think your game has great potential, but the problem is getting people to continue grinding, because right now there are just problems with everything in my opinion.
*Forgot to add*
The story for the new update was a chore because every level was more-or-less just a variation of "find the exit". The last boss of the area was fun, but I wish there was more stuff like that, cause the rest of the enemies are just very simple, with the magician girls being the only ones that you have to work around.
I always find this kind of mind set a little jarring. First and foremost, any dev of any game is making a game THEY want to make above all else. They're making it for people to enjoy, and take into consideration the populous, but they still put aspects into the game they've always wanted in a game. Not every game is going to be for everyone. I work 50+ hours a week and and have a kid and still play this game regardless of the fact its grindy.
The main issue here is the game being in EA, with players having the time to overlevel and overgear while the next act is being made (so the characters being unbalanced instead of the missions).
That said, they could allow to have the Wrath modifiers on missions. But it's extra work for something that won't really matter once EA is over. So maybe not that necessary.
The other issue here is going with an underleveled character. It's something that could happened even after EA as missions are unlocked for every characters. But not that many people do the missions with every character. And why do the missions of act 4 with a character that hasn't done all the previous ones and is quite way under the recommanded level for the act 4 missions.
They could allow downscale but it's extra work for quite an unlikely scenario.