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
another thing I hate about so many of these skills is you have to invest a good portion of your 20 skill points in some kind of mana reduction just to use it.
But yes its a horrible skill to use. As an aside I feel across all the classes there are to many skills that feel unfun to use. Either with way to long CD, stupid high Mana costs or have awkward/buggy interactions with the game world. Case in point I tried a totem build primalist, which in theory works quite well, it used the node which lays 5 totems at once, the problem is if you lay them in a narrow area or anywhere near scenery the scenery eats them and you simply miss out on your full compliment of totems till the skill comes off of its pointless long CD. By contrast in POE totem placement never suffers this fate. Things like this need to be fixed or reworked before release.
Man, that'd get SUPER obnoxious.
Why can't it just be a toggle, that drains mana while active (or every 15s)? That's the same functionality, but MUCH easier on the player. I hate classes that have skills [especially critical ones] that I have to spam religiously to even be able to play the class.
They should be like Invoker's Orbs in Dota2, albeit ones that have mana draining effects every 15s. That'd allow for the "up to 3" gameplay, but also not require players to burn themselves out over something so simple.
There are other examples of this obnoxiousness. Necromancers for a start, have to summon their skeletons 1 by 1 rather than just in batches of say 5 (which is how most games in the genre handle it) Now in town this is no big deal apart from inducing carpal tunnel syndrome quicker than usual, but in hectic fights its very boring having to replace them 1 by 1 rather than just being able to top up their numbers with 1 click.
I have noticed 1 skill the mage elemental weapon buff which has a node that allows it to autorecast itself, which indicates they are aware this is annoying, but why you have to pick a node to not have to recast it every 10 seconds is baffling to me. It should be a passive aura style buff.
Its so easily fixed that's the thing... I know you love GD as much as me so im going to use that as an example.
The Will of Rakatosh constellation has the summon skeleton on kill node. All they have to do is make the annoying activation abilities inherently have a chance to activate on kills, which increases using nodes. Instead... You are FORCED to waste 10 nodes picking nodes that make the ability less of a pain...
and all for 10 measly seconds... what...
I'm not a fan of just plain autocast options. But they REALLY need to think up alternatives on skills that require you to press the same button THREE to FIVE times every 30 seconds. Many other ARPG's found ways around it (such as the afformentioned GD), there is no excuse for this. Its either lazy design, they dont care, or the class is indeed half-baked.
It could be that or it could be, well trying to innovate for the sake of innovating without really thinking why other games don't do this. I think many of the design choices scream 'new developers' in so much that they seem desperate to stamp their identity on the genre but often end up doing it in places where they should just leave well alone and stick the solutions other games already figured out.
I am mostly fine now with the 5 skill choices (I think it could be tons better but I have learned to live with it) but even that feels arbitrary like nobody really considered how this will impact builds, or what core skills each class can then realistically use (and so on) It just feels like they sat round and said "Hey we should definitely have a limit to skills, how about 5 and a movement button?"
That's a great point. It doesn't feel like the game was designed around the 5 skill choices.
It feels like they picked that limitation, and then the game has to work around it.
Some builds flourish, while others... It feels like something is 'missing'.
E.g. Paladin get's 3 buffs, 1 area attack and a heal.
Other classes get all attacks.
Exactly this
The whole thing feels like it wasn't thought through and this extends to other areas of the game as well. It feels like its being designed on the fly, rather than with a clear coherent design manifesto they have stuck to from early on. And imo the cracks have started to show.
I think to some extent they are a victim of overreaching cause ARPG fans are clamouring for a new title and when they extended the scope of the game after the kickstarter it feels like lots of the stuff added since doesn't really marry up with the original vision (if that makes sense)