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Also, I'd like the buff that every move applies to be listed next to the skill tooltip. I've tested subclasses in other files just to I could determine what kind of burn Ignite inflicts, and how long Intimidate's debuff lasts. That would avoid many "wish I'd known" moments.
Dont know if this still happens, but Savantir Docks missions can't be canceled after getting them started. If you talk to the client too early, you're stuck with them.
I'd also like to have known the percent of health/power recovered after each battle. I tend to ignore buffs to those things b/c it always "feels ok as it is".
I can't remember, but I hope quickness and the attack order panel are covered in game.
Also it would be good to give some info as to what weapons and armor each class can generally use. Some people are in for a surprise to find that many extra classes cant wear full armor sets, and others want a sense for what weapons they can equip. I know I spent a lot of time earning a polearm that was above my level, which obscured the fact that my Nemesis cannot ever use it.
I'd love to know how many floors each dungeon has on the mission screen, so I don't have to fight 3 floors of extreme mode orcs next time. I hate orcs.
THat's about all I can think of. Feel free to consider any of this.
Edit: OH YEAH! I'd like to be filled in on ev3ry hotkey that we've got right now. That really helps.
Quickness and Start-battle-with-something is 2 different things
1. show enemies' skills when you right click, so you know exactly what's in their arsenal instead of surmising based on description.
remember back in book of dread, a deep creature boss was described as "one hit kill"
not quite, but it's definitely not fun when the laser near-kills the tank and you realize 90% armor meant nothing after the fact.
also, didn't expect warrior/commander bosses for dwarf and greenskin to revive.
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2. in skill tree, show abilities that can be learned via manual after selecting the subclass as well.
take battle/champion, for example; it's kinda hard to know just how damaging this subclass is when you just look at the basic skills.
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3. some kind of elixir for respec
for educational purposes and buyer's remorse.
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4. threat meter, if you feel comfortable showing it
really an MMORPG addon thing; this mechanism existed in might and magic franchise, but it's hidden
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unrelated: moar artifacts, preferably in previously unused slots such as glove, shoulder, legs, ring and boots.
genuinely don't care if artifact strain gives 90% health and mana penalty.
I know that there's resit physical/magic in game but it isn't made clear how these are seperate from regular damage reduction.
Tooltip for potions saying they're limited to one per level (really would be better as max number of potions = current level, for a quality of life improvement - you wouldn't feel like you've messed up by going up 2 levels and missing a potion chance)
Tooltip: increase relic slots, should mention that it increases it by 3 (not 1) up to a maximum. I thought it was much worse value than it was for quite some time.
Information on the quest difficulty before you take it would be good - I hate sprawling/hidden enemy composition modifiers and most 1.00x loot quality missions feel dull since you never get any useful items. This change would be important if more interesting and actually frightening modifiers were added to missions in future (all also increasing loot quality +25%) e.g.
+50% resistance to magic/physical/poison/elements,
+50% quickness enemies,
+0.5 starting action meter enemies,
-0.5 or x0 starting action for party
all "insert enemy modifier" enemies,
+1 wave per battle,
+1 floor,
no healing item allowed,
no healing shrines,
no retreat.
additional minibosses etc.
Another issue. I like the idea of bounties but without knowing every enemy type in the game I have no idea if mission x will have monster y available. So adding monsters to the mission description would help. Or highlighting missions in a colour that matches the bounty (could look ugly) or better still adding optional side-quests that match the bounty when a bounty has been requested.
Unlocked classes - mention their skill trees in the tooltip, I have no idea if a "Tracker" is worth unlocking otherwise. The game could really do with a few more skill trees too, and a build your own character-class. Pick any two trees you have unlocked. i.e. Mages reputation unlocking the "Sorcery" skill tree for you to mix and match in character creation. Additional skill trees could then be added to the game without adding dozens of new classes to use them.
Really liked the game (enjoyed the older ones too when they first came out).
Negatives: Far too easy, repetitive strain injury from all the clicking to complete it.
Suggestions for other possible improvements/balancing:
Shorter, harder missions are more fun than a hundred easy ones where the enemy doesn't get an action. Doubling generic enemy HP (so battles aren't decided by the alpha-strike) would make things more interesting. As would reducing the number of +starting action items and potions and the +health/power after battle - so bought potions are needed. I quickly reached a point where I'd be at full health/power after each battle, kill the enemy before they act and stockpiled dozens of every type of potion for the boss fights.
The shrine reward "A gift of magic" is very overpowered, since it gives the "level-adapts-to-user" item. Giving a "+3 to level" item would still be great without making most loot in the game useless. Similarly, the +3 to level items are dirty cheap.... increasing them to 20k or 200k gold wouldn't hurt, since you'd then have a reason to buy them from your HQ/bounties or better yet, be encouraged to keep swapping weapons rather than sticking to the same item.
Also, minor balance thing. Item glow enchantments shouldn't have to take up a slot. I'd like to customise my items but having one less enchantment slot just feels horrible.
If anyone does know a way please let me know incase I have just missed it all along.
would be great to know every class's items available (most heavy item to certein slots or something, with a color indicator as a background for the item slots, like they have rarity incidator colors on the frames wile mousing over them - heavy indicator should be permanent, so you can check the raw setup for the hero just by looking at it at creation)
some way to summarize the passives from both skilltrees and recommended (or all possible) weapons, the class can use - additionally to the passives, the upgraded class skills from both possibilities should be shown too in the same tab, so you can calculate everything the class is capable in the long term and you can prepare a group without wasting resources, like me - after nerfing crit gems, blademaster - other than high mana exhausting strike one - is kinda weak, at least compared to my magelord, that practically oneshots anything, sometimes even legendary bosses
(because mage doesn't need full sett to be strong, but artifacts, while the annihilator sett only has the 6 set bonus as truly usefull bonus, but using 6 non-artifact items are just too much stats to give up -> at 20 blademaster has around 200 STR, while magelord has around 350-400 INT, that's riddiculous - I can make the blademaster a bit stronger by making all items give STR as bonus from exotic, but that still nothing compared to the magelord, especially because the most basic fire skill is the strongest single target damage ability in the whole game - the blademaster is more like a filler or something currently, because I've started it and didn't want to change it)
knowing a class maximum capabilities at start is realy important
also, somehow if items, passives and upgrade skills can be summarized in a single tab, it would be great if somehow all 6 stances could be seen too in the same tab, because that's realy important too.
also if it is possible to have an item calendar or something for all classes or at least for the most heavy sets they can use (so its only up to 4 sets/class) in an extra tab, it would help a lot too, maybe listing the artifacts too it will be able to use, so you can already calculate in the long run with items too
some explanation for certain tags would be goo too, like I still haven't found anything about the penetrating tag - I guess it's 100% armor penetration, but still have not found it described anywhere at all - from blademaster blade skilltree as an example
emeny group lvl or some raw guess should be important too
also, nerf the healing of the combat oriented enemies, seriously, they heal more, than my magelord - which has more int and heals more, than my cleric or ranger - example is the Sellsword - it's selfhealing is like 40-50% HP, do they have more int, than my magelord with 3-4 artifacts and full exotic items as tanks (with either str or endurance focus on stats) or what?
and nerf orcs alltogether, they are just too tough, not strong, but annoyingly tough with all of them having some form of healing or self healing, restoring themselfs or others back up to 70-90% from 5-10% remaining HP, that's just traight up annoying and serves only to make fights last longer, not make them any more challanging
the -50 armor (corrosive maybe?) and toxic (no regeneration) debuffs are straight up overpowered compared to other debuffs and should be reduced a little, like corrosive to 30-35% or something, toxic to like -50% HP and energy regeneration or something, baseline completely removing a statt other then specific skills is jut a stupid mechanic
yes, regeneration is godamn overpowered, but then nerf it alltogether, not make a random effect to negate an existing mechanic completely - not like it have ever made any fights harder for me, but more annoying
regeneration is a mechanic I guess a lot of players using as an important source of recovery, occasionally removing that source is is just a bad design
especially knowing, that the so called 'torpor' or what was something, that reduced regeneration stats only, but were not working as intended and completely removes it and got repaired... now we have another thing, that removes regeneration... wow... please, just don't, it's not good, make effects, that hinder certtain things, but don't make passive dungeon effects, that completely remove the use of certain stats, that players might rely on heavily
A few time limits are fine, but it's hard to budget your time when you don't know where anything is,lol.
(now on Lengendary, I appreciate the whole game very much more)
I didn't realize regen happens first and then they take damage, so "I wish I'd known" which came first.
On high difficulty it's especially annoying cause things are hard to kill without losing someone and they tend to heal faster than you can kill them. Unless it was improved recently the beginning is pretty frustrating.