ATLYSS
Anko Dec 28, 2024 @ 8:54pm
Feedback
I beat the game solo with all classes.
Suggestion:
- Allow attune skills after sitting at least 5s
- Untie racial skills from races.
- Map
- 8 or more skill slots
- Bigger skill book
- Skills/spells reserve hp/mana/stamina for buff
- Temporary endgame content (Path of Exile’s endgame is a good example)

Fighter: balanced and feel good to play
-Problem: Lock in constantly parrying against late game enemies.
-My temporary solution: spawn offensive skills and only engage in combat against 1-2 enemies.
-Suggestion: if parrying 5+ hits in less than 3s, then invincible for 2s → encourage face to face combat.

Bandit: OP cheese class. Need less than 2/3 hp compare to other classes and still survive well. Good DPS and AoE
-Problem: bow skills feel underwhelmed

Mage: Underwhelmed class. Unimpressive DPS and AoE despite being a glass canon.
Problem: Unimpressive skills:
-Fluxbolt: lack AoE, high cost, average damage
-Fluxspear: high cooldown, low stun duration, lack AoE
-Nova: weak. Suggestion: Ice nova: slow enemies
-Prism: short duration, long cooldown, doesn’t scale. Hard to balance skill. Suggestion: Longer duration, 5s cooldown, refreshes when re-applied, scale with mind.
-Suggestion: new passive skill: dispel parry: clean ground debuff/AoE after a certain number of parry.

I rely on Divine, Life Tap, Restora and have to invest more points into Vitality compare to my fighter in able to survive.
Last edited by Anko; Dec 28, 2024 @ 9:11pm
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Showing 1-7 of 7 comments
Venc Ganence Dec 28, 2024 @ 9:41pm 
Originally posted by Anko:
Disclaimed: I beat the game solo with all classes.
Suggestion:
- Allow attune skills after sitting at least 5s
Game is balanced around not having this opportunity, but removing the tedium of going back to the Sanctum to rearrange skill slots is at least worth considering.
Originally posted by Anko:
- Untie racial skills from races.
They already are. "Racial" skills are general skills each race starts with and can be learnt by anyone through scrolls.
Originally posted by Anko:
- Map
Not needed for field zones so small/distinct. Dungeons already have a map. The only improvement needed is a method to tell which direction North is, as some quest directions reference cardinal directions. Having to establish a mental map of the zones is something that I've found missing from games of late, it exercises a different part of the brain than following a GPS.
Originally posted by Anko:
- 8 or more skill slots
Game is balanced around 6 skill slots. Adding more will significantly increase player power and make balancing a migraine/impossible as build variety increases exponentially. Atlyss is balanced for group play, solo being challenging is a byproduct of that -- a very welcome one.
Originally posted by Anko:
- Bigger skill book
Would be nice, yes. Probably a UI limitation, if not a design decision.
Originally posted by Anko:
- Skills/spells reserve hp/mana/stamina for buff
This is something for Kiseff to ponder. Depends how he wants buff management to be.
Originally posted by Anko:
- Temporary endgame content (Path of Exile’s endgame is a good example)
You're asking a helluva lot from a singular developer making the game they want to play.

Originally posted by Anko:
Fighter: balanced and feel good to play
-Problem: Lock in constantly parrying against late game enemies.
-My temporary solution: spawn offensive skills and only engage in combat against 1-2 enemies.
-Suggestion: if parrying 5+ hits in less than 3s, then invincible for 2s → encourage face to face combat.
Parrying does stun, which provides an opening against smaller groups. Against larger groups, you need to utilize your skills and movement. Fighter has a stun in Shield Bash, a ranged attack in Cyclone, a hit-and-run in Lethal Strike - jump attack is a less safe alternative. Reflect turns a punishment for bad management/positioning into a reward.

Originally posted by Anko:
Bandit: OP cheese class. Need less than 2/3 hp compare to other classes and still survive well. Good DPS and AoE
-Problem: bow skills feel underwhelmed
Highest burst damage for sure, especially with high crit rates. TTK actually felt faster on Fighter because of Reflect and melee cleave. Volley is pretty difficult to use with it's small radius at a fixed distance.

Originally posted by Anko:
Mage: Underwhelmed class. Unimpressive DPS and AoE despite being a glass canon.
Problem: Unimpressive skills:
Really feels like you never maxed out any skills here.
Originally posted by Anko:
-Fluxbolt: lack AoE, high cost, average damage
Fluxbolt is the highest single target DPS in the game at a hefty 7 skill point cost.
Originally posted by Anko:
-Fluxspear: high cooldown, low stun duration, lack AoE
Fluxspear is a bit thin, but it's still a stun, moreso a single target one; every hitbox is AoE, there is no true single-target attack, just tiny radii.
Originally posted by Anko:
-Nova: weak. Suggestion: Ice nova: slow enemies
Nova's actually decent for burst damage, but it's meant as a get-off-me tool for when you fail to kite properly (or want extra group burst). It does compete with Cross as a group knockback, but Cross's cast time gives Nova a niche as the true get-off-me button. With limited skill points, however, I find myself forgoing this skill. It could use something extra to make it more worthwhile over Cross, because while harder to use in a pinch, Cross also debuffs and deals similar damage to Nova.
Originally posted by Anko:
-Prism: short duration, long cooldown, doesn’t scale. Hard to balance skill. Suggestion: Longer duration, 5s cooldown, refreshes when re-applied, scale with mind.
Prism isn't meant to absorb much as you're not meant to get hit much. It's there for when you fail to parry or dodge. In that regard it works perfectly fine; absorbs enough to soften your mistake without allowing Mystic to face tank. Depending on how much harder enemies will hit and/or if Prism inherits your DEF stats (it's hard to tell if it does since the UI says "ABSORBED" instead of the number absorbed), it may need some scaling to stay relevant.
Originally posted by Anko:
-Suggestion: new passive skill: dispel parry: clean ground debuff/AoE after a certain number of parry.
Maybe for class advancements, Mystic skill book is stacked enough as is.

Originally posted by Anko:
I rely on Divine, Life Tap, Restora and have to invest more points into Vitality compare to my fighter in able to survive.
Mystic can get away with 7 VIT in the current content, probably less tbh. If you're standing your ground as if you're a Fighter, though, I can see where this impression comes from. Mystic armor doesn't offer a lot of physical defense, afterall. But Life Tap? Maxing Manaflow lets you never run out of mana unless you spam skills back to back, and even then you can use items to fully restore your mana at no HP cost.


In case you're wondering where I am coming from, I also played through all available content solo across 7 characters. I maxed all 7 to Lv25, optimized their gear, 2 of each class + 1 novice, tried to vary builds between characters. Only weapon type I don't like using is polearms -- that startup on normals and jumps is a little too long for my tastes.
Anko Dec 29, 2024 @ 8:43am 
Hi Venc Ganence!

1. Untie racial skills from races: b/c it’s a fix slot in skill book. I like more aesthetic options w/o having to give up a slot in skill book.

2. Map: true, current content doesn’t need map yet.

3. 8 or more skill slots: I didn’t know this game is focusing on Multiplayer, b/c if I know I wouldn’t buy it. My bandit only use 5 slots and is the strongest among my characters. If the game is about guzzling potions and then spamming skills, then limiting the amount of slots is understandable.

4. Temporary endgame content (Path of Exile’s endgame is a good example): I mention PoE only as an example of good endgame content to take inspiration from, not something exactly likes PoE’s endgame (sorry for the confusion!). I only ask for a temporary endgame content (some endgame content, even if it’s simple, is still better than nothing).

5. About fighter: I use many reset books to try different builds. In the end, I have to rely on spamming offensive skills against large group and only engage in close combat against 1 or 2. Tbh, I don’t want to dash around and spam skills as a fighter. I play fighter because I prefer close combat.

6. About Mage: I do max out all skills (not as the same time). Reset book is cheap, I chew reset book more than potions.

7. Fluxbolt: you’re right. My mistake. It’s the strongest DPS skill in game (and actually having a small AoE). The reason I was using it sparely is the mane cost. As mention earlier, I chew reset book more than potion. I beat the game as a mage without drinking any potion iirc.

8. About 7 VIT: I forgot to use potion. A force of habit to save as many usable items as possible and then never use them *~*

9. About polearms: it’s my favorite weapon for close combat: Big AoE, double hit (bug?). Later I switch to shield for more defense and more bonus power → more skill damage (I’ve to spam skill b/c close combat with 2+ endgame enemies = parrying/stun lock all the time, can’t do a thing)

btw, you can cancel animation by blocking if you don’t like the recoil on jump attack. This technique can be “abuse” with weapon with far jump attack. Dash midair + sword upgrade jump attack + cancel animation at the end will cover the same distance as lv3 Agile Technique dash long jump, however cost no stamina. Essential save 3 skill points.

About the rest: I agree with you. Sorry for not quoting, I’m too lazy :P
Last edited by Anko; Dec 29, 2024 @ 8:59am
Intra Dec 29, 2024 @ 9:37am 
Originally posted by Anko:
- Untie racial skills from races.
I think Rock Throw, Recovery, and your starter racial should be unlearnable and the scrolls rebuyable.

Originally posted by Anko:
- Bigger skill book
This could be resolved with making Weapon Masteries not take skill slots
Originally posted by Anko:
- Skills/spells reserve hp/mana/stamina for buff
I think I prefer more of an active + passive effect. Lower level bonus for the party and self when not active, but you can activate it with a cooldown for a booster.

Originally posted by Anko:
Fighter: balanced and feel good to play
I disagree, I think there are some things that are overtuned and undertuned.
One, the drop rate on enchantment stones means that Fighters have a significant advantage in weapon selection early game.
Two, Sword Mastery is only needed because Shield Bash is semi-required, it's not in a great spot late game.
Three, Spear Mastery, outside of having a wonderful extra jump height to get out of bounds, kinda sucks. You might use Mekspear for a bit, then you pretty much never need to touch spears again. I put this under Fighter because it's an STR weapon, and Fighter basically has no ranged compared to casting spells from Mystic or Bow skills from Bandit

Originally posted by Anko:
-Problem: Lock in constantly parrying against late game enemies.
I do think the parry mechanic feels clunky. It should allow for more snappy responsive parries when you're getting chain hit, because sometimes you will be locked in a parry from one hit and be unable to parry the next. Probably needs less animation lock as well.

Originally posted by Anko:
Bandit: OP cheese class. Need less than 2/3 hp compare to other classes and still survive well. Good DPS and AoE
-Problem: bow skills feel underwhelmed
I don't agree with this. On multiple levels. Is it the strongest PVE class in the game right now? Specifically with a bow, when it's not getting ruined by frame rate or ping? Yeah. It has the worst stun, has to split the armor debuff between two abilities with different weapon types, the stealth is virtually useless, and despite the class having little mana or regen or mechanics to regain mana, the Bow build basically requires enough wealth to fund a pharmacy chugging 60 mana pots. Without PVP house rules, it is by far the worst class. And for a beginner? I would definitely say Fighter for the early game Strength Weapons or Mystic for the self-healing with Restora / Divine is better.

Originally posted by Anko:
Mage: Underwhelmed class. Unimpressive DPS and AoE despite being a glass canon.
Okay, I don't know where you get the "glass cannon" part from. Mystics are probably tankier than Fighters are. Is Mystic probably the worst at PVE content? Actually no, because Golemfist Katar charged attacks into Fluxbolt is 2nd highest DPS, and you can also use bow+fluxbolt to output decent ranged DPS. And everyone can AOE with Heavy Weapon jump attacks, as well as how good Divine is for that.

    I would rank currently for PVE dps:
  • Bow Bandit
  • Mystic
  • Fighter

    Easiest to play?
  • Mystic
  • Fighter
  • Bow Bandit

    Best PVP class?
  • Mystic
  • Fighter if allowed to use Reflect, Bandit if not

Originally posted by Anko:
-Fluxbolt: lack AoE, high cost, average damage
The cast time reduction made it a serviceable ranged DPS option, there is also less enemies now. It's part of an optimal single target rotation.

Originally posted by Anko:
-Fluxspear: high cooldown, low stun duration, lack AoE
Don't ever talk about Fluxspear. It's the best of the three stuns in the game, by far. Is the damage unimpressive? Yeah. Who cares?

Every other class would KILL to have an instant-cast, no weapon required, piercing and range semi-AOE stun. Saying Fluxspear is bad is INSANE. I can't even fathom how your opinions on Mystic can be taken seriously.


Originally posted by Anko:
-Nova: weak. Suggestion: Ice nova: slow enemies
Yeah, Nova sucks. No idea what to do with it.


Originally posted by Anko:
I rely on Divine, Life Tap, Restora and have to invest more points into Vitality compare to my fighter in able to survive.

? Why do you use Life Tap? Are you spamming Fluxbolt? And if you are, why aren't you using potions?
Last edited by Intra; Dec 29, 2024 @ 9:40am
Venc Ganence Dec 29, 2024 @ 9:50am 
Thanks for the respectful reply, Anko. It's rather rare on Steam forums.
The quoting in pieces did take a long time, so I'll follow your example and use numbering.


1. That's a fair criticism. The default skills take up 4 of 10 slots in your general skill book, which leads into it feeling like there's not enough slots to learn general skills, doubly so if you don't utilize your default skills.

3. Kiseff does intend us to use skills first and foremost, at least. I'm not sure about his stance on item usage, but playing solo it feels like you need to use everything at your disposal, items included, to win. Until you're overleveled, that is.

4. I'm not sure how to think of this one. While implementing evergreen content early would help player retention, this is also a buy2play title and made by a team of 1. It still feels like a big ask, but more reasonable than my initial reading of "copy POE".

5. A general skill called Sturdy auto-parries attacks for 8 seconds at max rank. This may let you play Fighter how you like, in conjunction with Divine. It's been my impression that the game prefers every playstyle to be mobile, swooping in and out of crowds, however a stand and deliver style is not impossible, simply difficult.

8. That is a very old RPG habit I had to break over many games and many years. It's best to use items you have when they're useful, lest they never be used at all. Doubly so for easily replenishable items like HP and MP restoratives.

But even then, using Prism, Blink, and/or Cross/Nova it's possible to never/rarely get hit by the enemy, hence Mystic can get away with so little VIT. 7 VIT is low enough to get oneshot by some of the Golem's attacks, but otherwise you can take a singular hit from other enemies and still live.

9. The double hit seems intentional, however unintentional it looks. Rather than the recovery, it's the startup that I don't like. That half second before the swing starts feels just a bit too awkward for me. A little ironic since I love Heavy Melee and Bells, but this is a preference thing. I don't think polearms are bad, I just don't like how they feel to use.



The numbers that were skipped were because I had nothing to add.
Anko Dec 29, 2024 @ 9:17pm 
Hi Intra!

1. About fighter: I think you and I play fighter quite differently, I enjoy both sword and spear.

Sword charge attack does decent AoE damage and fast, while its jump upgrade attack is great for escaping.

Spear mastery is indeed not good, I only use spear’s normal attack. Spear is a great weapon for parrying-then-counter attack playstyle. It has best AoE for normal attack.

I play with shield bash awhile then drop it, why stun-bash them if I can stun-parrying and reflect? Bulwark lv4 raise parry window and stagger time on targets by 0.4 seconds. My approach as a fighter: walk into enemies, parry, stomp, hit them with normal/charge attack. In case of parry animation lock cause by too many attacks: dash away, spam offensive skills.

2. About Bandit: I use katar and stamina skills. I use Payday to rush into enemies, leave a bomb as a gift, then Killer Jab through and away from them, rinse and repeat, tbh after awhile it becomes quite boring. If I need healing and/or time for my skills to ready, I use Mist Veil. And katar charge attack is OP. Beating the game as bandit feels like enable cheating on easy mode.

3. About Mystic: I think I have a difficult time with this class mostly because I don’t use potions.

My rating:

Best single target DPS: Mystic
Best AoE DPS: Bandit

Best survivability: Bandit

Fighter isn’t best at anything, but I rarely die as a fighter despite only use one healing skill Recovery, rarely use potion and later, drop Sturdy skill. As fighter I can walk in and out of danger as if it’s nothing. Bandit has great utility for surviving but die quickly if not paying enough attention.
Last edited by Anko; Dec 29, 2024 @ 9:18pm
Wenda Dec 29, 2024 @ 9:20pm 
my highest level character rn is a spellsword and she can melt
Anko Dec 29, 2024 @ 9:55pm 
Originally posted by Wenda:
my highest level character rn is a spellsword and she can melt
Same for me. High level mystic melts things fast.
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Date Posted: Dec 28, 2024 @ 8:54pm
Posts: 7