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Recent reviews by cena

Showing 1-5 of 5 entries
No one has rated this review as helpful yet
1,150.4 hrs on record (1,138.2 hrs at review time)
tl;dr: game fun, game was good, game bad now, game good soon 🤠

First things first, I love this game so much, as you can see by my number of hours played, but I will give my honest feedback with my experience in HS 2 season 1 and 2.

Let's start with season 1.

I quit after 5 days of playing. Yeah, it was bad. Usually after new season start I can play 200 hours in 3 weeks, but this time around it was different, due to state of the game on release. It felt like a stripped down version of the original with slightly better looks and much less content.
Performance was also worse and I got tired of it quick. There was nothing to do in the late game, and the new mechanics felt like a downgrade. I was still optimistic though, reading every patch notes in hopes of betterment, but I know it was naive due to limited time and resources. I decided to just wait for season 2.

Season 2 time, baby.

Reading the teaser for season 2 got me excited. A lot of things that were annoying in season 1 were being fixed and they showcased "new" revamped end game content, with massive amount of QoL changes. Week by week I got more and more excited, everything looked so promising, and then BOOM, reality check. Even though season 2 is a massive improvement, there's still so much work do to. Monster scaling feels awful, class imbalance is frustrating(at least the leveling process is good so you can change classes pretty easily), even though I like the grind, on both characters I felt like I've hit a stone wall, I just felt stuck. Builds, items, augments, everything feels counterintuitive(especially angelic augments).
I decided to play as white mage, a class that I've never played before. I started with everyone else on Friday, and in 3 days I've played for like 36 Hours and still felt like I'm light-years behind people who just picked better class. Of course a lot of it was me figuring out best build and items, but even with a lot of gold invested my damage felt just ok. I miss the days where the true challenge in end game was pushing wormholes and black tower to the highest possible level, not dealing with regular mobs on hell 4-5. So here I am now, demotivated, confused and just sad.

I obviously want the best for the game. I love it so much, community is great, moderation team is also great(shout-out octa), the devs are great and I know they are going to try to make it the best experience for everybody in future seasons.

Some additional thoughts on HS2 mechanics and suggestions:

-skill tree needs a change, the whole system of making one skill stronger by adding points in other skills is straight up bad and boring. It reduces the variance and flexibility of building, and it can easily by replaced by already added feature of choosing an ability to upgrade by hitting lvl 100.
-items are clunky. I don't know how to describe it, but they just feel weird. I personally think that we need previously deleted upgrading system, but it would need some reworking. It would add a depth into the progression of our characters.
-hero levels. This is stuck with me ever since the rework, they just feel not very exciting, most of the player base won't reach higher hero levels, so more exiting ones need to be available sooner. Right now it doesn't motivate me to grind for them as they give boring stats, they need to imapct the game immediately, so the player can feel their accomplishment. (Also, maybe bring back shared hero levels. I think it might be good with new changes to wormhole ranking).
-angelic augments. First off all, let me just pick the one I want. I know it leads to going for more meta defined strategies and less experimentation, but it feels awful to get the one that you can't or don't want to use. It also ties with skill tree, just let me experiment in there more freely than now, and let angelic augments be a nice reward.
-talents are very awkward. 400 points that you've got to figure out how to spend on your own. I get it, it allows you to get more hp when needed, or more damage when we're going for more of a glass Cannon type of build, so it creates an illusion of flexibility when in reality it's just a pain in the ass, resetting it for a 89th time to min max. In my opinion these stats should be exclusive to equipment so you don't have to worry about it until the end game.
-this is a small one, but why do auto attackers have to worry about mana? They already have to worry about dexterity. I know it can be solved by just getting a "mana stolen per hit" stat, but wouldn't it feel better if during leveling you can use your damaging skill more freely?
Posted November 22, 2023. Last edited January 23.
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No one has rated this review as helpful yet
29.5 hrs on record (29.3 hrs at review time)
cool
Posted November 22, 2022.
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No one has rated this review as helpful yet
1.1 hrs on record
Przyjemny shooter z przyjemną oprawą graficzną
Posted December 3, 2019.
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No one has rated this review as helpful yet
304.8 hrs on record (166.2 hrs at review time)
Cool game
Posted November 21, 2018.
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No one has rated this review as helpful yet
174.7 hrs on record (117.7 hrs at review time)
Really fun never ending game.
Posted November 24, 2016.
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Showing 1-5 of 5 entries