Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Feedback on 0.9 (as a mage player)
Ok, here are my thoughts on the 0.9 Version. In general I like the game a lot but would like to give some feedback on a few things that I did not like.

For reference: I played as a mage on hard difficulty, did finish the main quest and most of the side quests.

-Lockpicking is way too easy. In my opinion the current medium should be easy and the current hard should be the medium. A very hard option should also exist.
-Summon spells are far too loud compared with the other sound effects in the game. Turning the SFX down to a point where the summon spell would have a reasonable volume, made all the other sound effects barely audioble.
-Maybe I just did not figure out how to use it properly but Thunderstorm spell fells kind of bad. Scorching Blaze has the same cost pretty much, does much more DMG on cast and also has an aoe effect. You also need to cast thunderstorm twice to trigger it.
-Scorching Blaze is a really great spell but it launches corpses too far. While it is fun to turn bandits into astronauts, it is a real pain to search for their bodies in the dark (while farming them in the night for example) or have them constantly fall down of bridges and such.
-Would be nice if foods had some special effects other than just healing. Right now they just feel like extra healing potions.
-As a mage, crafting did not really feel rewarding.
-Would be nice to have some advanced options for your summons behaviour (wait, passive, aggresive, defensive, ...)
-Would be nice to have some way to test your dmg output. For example as a mage, I was not sure if the skill which gives me extra dmg on full stamina (stamina skill tree), also applies to spells. The DMG numbers in the UI, did not change even though the description suggests that it applies to all dmg.

Those are all the things that I can think of. Hope this feedback is helpfull.
Last edited by Karander; Apr 17 @ 6:07am
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Chaos Aptom Apr 22 @ 3:19am 
If I may add:
For the Spirituality Skill Tree:
What counts as a low mana and high mana spell and is it using base cost or adjusted cost (can you lower cost of spells so that they count as low mana cost)

Critchance:
Would be nice if you know beforehand if critchance applies to spells or not and suggestion: split items/skills up so that only specific attacks get crit chances for more variety

Upgrading Items:
I think the game would balance better (for mages) if you could only upgrade one type of thing weight or armor, instead of making armor weightless and then adding armorpoints.
As is making perfect armor is too easy.
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