Heartwood Online

Heartwood Online

A noob perspective so far.
Hello there! I've been playing this game for a little while now and must say it's quite a nice change from what I've been playing so far. I quite like it, it's not perfect and I understand it's in early state so might as well throw in my two cents from a noobs perspective, I have a warrior as a main character up to lvl 32, a Mage up to lvl 19 and since everyone seems to be playing Priest I guess I'll be starting one to test it out and apparently is the strongest class to play overall.

º Points in general: Besides Attack power / Armor / Magic power depending on what you play they feel UNBELIEVABLE weak, you can't really build... let's say some critical or cooldown without weakening yourself. There's no point in not just having damage and some defense, kill things faster and don't even bother, I've respected so many times to find a little bit of balance to make my leveling more smoother but no matter where I balance my points I find that just dumping them all in attack power / armor on a 70/30% is just better than expecting a critical, I thought health regeneration would at least be a bit prevalent but it just out of combat regeneration so might as well not even be there, I don't know the exact values on points for critical chance and even dodge, but they just feel like a noobs trap to put points there. I would totally just get rid of them OR fuse the stats into larger attributes for example:

Agility: Crit chance + Evasion
Toughness: Health + Armor

That's a rough example, for a game like this it should just be simpler as that, otherwise extending the attribute options with only 2 points per level when some of them don't really have that much of an impact it's a bit trappy.
There's not that many crowd control stuff unless you're in for PvP and PvP stats should not be there at all to put points on, you're just handicapping your character if you're not putting points in raw damage and that breaks any meaningful choice.

Two Handed attack power weapons: They're virtually useless, and feel weak, I barely see people using them given how little damage boost they give in exchange of losing a lot of defensive attributes from a shield and one handed. The amount of people trying to sell me shields and one handers is unreal, there's no reason for me to move from a 20-25 sword to a 23-37 spear while losing block + HP + A bit of armor.
A two hander should hit hard if the trade off is being more fragile, not just "slightly more"

Wands / Bows / Harps: early on also no reason in using them when you can just grab a sword and a shield, or a staff, the AoE damage in melee is the only thing valuable besides a few staffs also boosting magic damage. They really need more damage to compensate the lack of AoE, wand is the only single handed weapon with this issue where you'll be having a sword instead. (Perhaps this is solver at higher levels with very powerful single target weapons but for what I saw so far, it's just underwhelming)

Mob Collision: ... There's no need for it, it'll be better to just take it off entirely, let the mobs stack up, everyone already groups up mass of mobs to kill and abilities more than often just miss because there's mobs trying to walk around them in a glitched manner, just Thanos snap it.

Gathering being a nuisance in combat: This needs to have a separated button, left click for attacking and right click for gathering/interacting, more than often I find myself moving to certain spots or trying to attack mobs inside a group of trees or deposits and the dumbo of my character accidentally starts chopping a tree instead of attacking, I have to move the cursor away from any interactable resource to attack, or pretty much deactivate gathering when in combat can easily solve this (or putting it to another button like I said.)

Crafting selling prices: There's no real point in crafting a sword to sell it so you can make a small profit, it should be more rewarding to craft a weapon and selling it to a slightly more gold price than just combining the price of the materials into one, that way I can make a bit more gold while leveling the professions.

Tools utility: I expected tools to act slightly more efficient when chopping and mining, say... a cooper pickaxe should split coal and tin nodes much quicker, perhaps giving mining and axes a tap-less every 2 upgrades? instead of 4. Flimsy and tin 4 taps, Cooper-Steel 3 taps / etc. It'll significantly reduce the time for farming.

Banks not being character shareable: First time seeing this, and I've played lots of mmorpg's, it makes me not really want to level out a new character if all the stuff I get from my main I can't even use it most of the time. There's also NO WAY I'm leveling the other professions with just one character in specific, it's quite forced and not fun at all. If the bank was shared then there's gonna be a much higher incentive for players to purchase more space as well, given the single bank being for every character. I really wanted to pass some cool gear to other characters so I can level them along or not burn out immediately.

Mobs and Overall Difficulty: I haven't seen much problems at all with this, granted if I just dump my points exactly into damage and a bit of defense I can just keep on upgrading, very nice!

I find it curious that the only mob in the game with some sort of mechanic is the miner skellies with the boulder attack, I wish this was more broad everywhere to accustom players NOT just to become standing-attacking drones, and use a tinsy bit of reflexes, I play on Poison Vine server with 170 ms and there's not at all any big difference in latency for this to be an issue as example, I would encourage devs to add more of this so the game just doesn't turn blander.

I can't really complain in farming given how quickly they respawn by just doing a lap around an area, even with the amount of people I find no issue farming. It's a bit tedious how immense the jump from recipes or other patterns goes from level 5 to level 15, or immediately to level 30, it's way too high for a piece of gear I won't be using or already having something stronger. I got a shield that requires carpentry lvl 30+ when I barely made it to lvl 20 in Blacksmithing, I said no thanks and slapped a steel shield lol.


That's about it! take it from the experience of someone who just got into the game with 30+ hours only, I'm sure there will be much experienced players maybe about to destroy me but take it as my two cents in the matter, I really like the game and plan of keep on playing to see how the end of it feels like.

Cheers!
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Showing 1-4 of 4 comments
joshuaavinson Dec 25, 2024 @ 1:22pm 
♥♥♥
joshuaavinson Dec 25, 2024 @ 1:23pm 
HOPE U DI
hellkn Jan 17 @ 6:32am 
+1
TLDR
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Showing 1-4 of 4 comments
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