I know it is very early verison of the game but here are my observations:
The Sorceress’ spell effects are looking really great.
Lighting, cold and fire are illuminating the dungeons’ walls, floor and puddles and pools of blood on the ground reflecting the lights and coloring the caves, this adds to the immersion. I like how some spells originate from / channeled through the staff. Also like the town portal effects while casting and its blue lighting flickering at town. Healing / life per hit shirne’s effect also good.
But how should i say it, it is not dark enough, i mean sometimes there is too much light in the underground caves and dungeons even without light sources. Also noticed that maybe the gamma was up in the streams / videos because instead of black / dark shadows there was a lot of greyish ones.
Watched D2 videos again and there the dungeons were more eerie, with fewer light sources and more dark spaces between them, with smaller light radius. Enemies attacked from the dark, fallen shamans fireballs lit up from nowhere.
i don’t mind if i can see normaly at day, but at night and in dungeons vision should be more limited. If enemies are behind object sight should be blocked or they should be hidden somehow.
Also if rooms’ doors are closed sight sould be also blocked into the next room and/or its content needs to be blackened and its enemies hidden. But at least there is some striving for it at Garan Hold and i like it how opening a door light shines through it after where it can but also leaving some shadows in the room.
Sometimes the camera was too zoomed at the character not in a good way like there is a feeling that there isn’t enough space for fighting or don’t know how to put it, though sometimes it is good because i can see the details of the world, that the devs put together.
I like the feeling of enemies need more than just one slash to kill them (even from barbarian), like they are not made from paper. Also like how some skills have more weight behind them then others, but even basic attacks and spells seems punchy in a good way.
I hope for the return of the original fonts to everywhere.
Also hope for the PC version to get a regular/classic GUI for the bottom of the screen instead of the bottom left corner (or an option to choose where to put it).
Inventory is not to my liking, but, well it’s not that bad.
I don’t like to idea of the instantanious shapeshifting of the Druid, but if there will be enough skills or skill combinations to keep it in constant Werewolf or in constant Werebear form for different builds and suppliment it with talents and legendaries, or get bonus to keep it in said form then i’m okay with it. I really like the Werewolf/bear movement and attack animations. Though other animations are also good.
Additional to the current characters one ranged and one summoning class is a must.
Good ides are: upgradeable skills, talent trees, rune words.
It would be good if the early D3 idea of charms would make a comaback, a pouch with a limited number of charms in them. I also liked (and still do) the early D3 version of skill runes, where they could be found as loot and had more levels which chaged skills at least that was the idea.
Hope they/you won’t go overboard with damage numbers. Also hoping for an option to hide / filter out other players in towns/hub areas, because i like the idea that the game what i start is my own, but don’t mind seeing them at non soloable world boss events.
Dungeon “Objective: Slay all enemies in the Domhainne Tunnels” is like Den of Evil. After clearing it light immediately starts to shine through, though no skill point reward. Also hoping for more varied rewards for completing quests, it was quite forgettable/boring in D3.
One drowned design is almost like Pyramid Head from Silent Hill 2
So far it looks like quality work!
And of course can’t wait for release!!