Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Still, I'll gauge community feedback on release and see how folks feel about the sandbox design.
If you haven't killed the big island monster you should look into doing that.
I didn't find the lack of info or absence of it entirely to be fun and with what seems like exp nerfs, receiving 3-8 exp per kill (0.5-1% of a bar per kill) and still getting annihilated by that monster without even making a dent, it makes me think you would have to grind for a few days killing the same mobs for 0 rewards just to grind that exp to lvl 15-20 just to kill that thing.
Then of course the issue with no having any NPC able to provide any info about the resources needed to repair the key with the 2 pieces, no mold, nothing.
Just my feedback, I'm not expecting it to be fast, I want some challenge, but the dungeons now posing no challenge at all around lvl 5-6 and getting wiped in like 1 second from that giant monster which I assume is needed to progress, even after getting the 4 crystals from the 4 npc's in the first dungeon tells me this is not quite balanced properly, at least in the demo.
Hopefully the full version with more exploration, more dungeons, more items and stuff to do will help with these issues of a stale progression and missing information which makes me lose interest since I don't know what more there is to do, left with all these items that have next to no information about them and nothing I can find on google.
Even telling us what type of resource something is with more detailed tooltips would be a big help, it's like an expanded survival game crafting system but for quest items and other stuff that really shouldn't be as complicated as finding a 385 step recipe just to fuse 2 pieces of a key together (just my feeling right now - this lack of info has me coping, or not coping as the case may be lol)
It's not all negative, I like the update to the UI, would like the ability to separate chat channels and what shows in those boxes, split windows to filter them etc and resize them is a MUST. NPC response is feeling better since the last few updates and combat feels more efficient, where first I would die in the beginning square room i entered now I was able to clear the whole dungeon.
TL;DR
I'm just LOST and I've played like 400 games in the last 20 years ranging from survival to puzzle, turnbased, action, simulators, mmo's, rpg's, just about every mmorpg that ever existed (like for example Talisman online, Eudemons, Atlantica, DOMO, Flyff, Lineage, Archeage, Aion, Vindictus/C6, Black Desert, Secret World, Maplestory, WoW, SWTOR, Eve and the list goes on and on with all the obscure) fps, platformers, even some hardcore, horror and mystery games and I'm still suffering here, even runescape's quest info from 2004-2006 felt more user friendly than this
I can handle not having a quest marker to tell me where to go, I've experienced this countless of times, but not having accurate info or even suggestive info on what you're actually supposed to do is like buying a NAS server for a baby and expecting it to know how to connect it all together. I'm the baby in this analogy.
(Going to read your post more thoroughly after work and will touch on other points)
Spoiler: Plax drops an item that'll answer just about every question you have.
Yes, grouped with a Paladin, Druid and Arcanist playing Duelist. We all have the best possible drops that you can find and to no avail. They just get rolled in seconds as I run away seeing only like 1-3% dmg done to the giant monster
Would you be willing to grab a video of that? I'm wondering if there's a balance issue I don't know about. The intended progression is that around level 5-6 he's killable.
You've given your pld tank a shield, rings, helmet, Copper sword and boss drops from lost tomb?
When I killed Plax, I was running 3 druids 1 paladin. Scrubby got destroyed, but leliril was able to tank it since he looks like he is a twinked out druid alt lol. Cyndara was able to help me and lel heal from time to time.
You can also spam invites through the grp maker to get NPCs to come with and follow you for a bit and they will help you kill things out of party
So essentially you had to cheese to beat it using 3 healers and a tank.
No. I've tried that. If you manage to clear it, it's mostly luck. Paladins don't have anywhere near enough mana to be an effective healer. And one druid alone is not enough to keep the tank alive. This is also -- forgive me if this has been updated -- compounded by how healers aren't proactive enough with their healing. They don't even start casting their heals until the next hit will kill the tank.
Heck, even with *two* healer sims and myself as the paladin tank/healer, the fight was hit and miss. And that's only because *I* was proactive with healing, basically on cooldown. But if I mistimed it? Boom, dead.
Scrubby - 6 w/ 250 HP (priel dagger, buckler, light plate, mummy wraps, 2x golden luminstone rings, charred boots)
Phanty 5 (starter gear only)
Cyndara 6 (starter gear + rings)
Me (Duelist) 5 (2x priel daggers but not dual wielding yet)
It was hairy and it took 3 tries but we got him down. Thankfully resetting here takes all of 30 seconds because the well is so close. If I were 6 and Phanty was 6 it would have gone easier.
So plax is doable at this level, and would be more doable if I were paladin or druid for more heal controls.
THAT said, he's hard and at release I'll likely tune him down a bit - there's no need to 'gatekeep' the rest of the game behind Plax. It made sense for the demo since there was nowhere to go, but he could be a touch easier.
Healers were updated to be better a while back, Plax still exposes them a bit due to tanks lower HP pools at this level. They tend to start healing below about 50% life, problem is sometimes they're at 51% life before plax chunks them for another 20-30%.
There isnt a requirement for having "The holy trinity set up" If you want to get technical, i had 4 healers, cause paladins have one too. Theres one heal and its on about a 6 second cooldown, i feel like that hardly defines a whole class/playstyle at this point
The main reason i was taking druid was because i enjoy pet classes, and i wanted to see how good 3 extra pets would be over just the one from me
Another reason I said we need better tooltips and overall info, nobody knows WTH to do with those luminstones and it seems you spawned yourself equipment to beat the boss or have some hidden easter egg level hard to find method of obtaining gear that there's absolutely 0 information on because 0 of these "mummy wraps" "charred boots" and "Priel dagger" drop in 3 runs of the dungeon and completing every completable quest.
There is only 1 ring that can be acquired from a quest and that's it. The rest of what you're stuck with is mostly copper swords etc with some gloves that apparently are invisible when equipped that drop from that dungeon.
Mummy wraps and charred boots drop in the dungeon. The rings do too, pretty commonly.
I'm sorry I don't have a better solution for you. The idea is players run through the dungeon once or twice to gear up and tackle the boss.