Feedback- needs serious work

This is what I would like to see in the final product:

  • More gore on kill. The environment is dark and visceral. The combat itself is chunky and attacks feel cathartic. But when killed, most enemies evaporate. This makes sense for ghosts and wraiths, but werewolves and goat men? At least blood stains that don’t instantly despawn, and even little chunks once an enemy is defeated would be nice.

  • More tile variety and randomized dungeon layout is desperately needed.

  • Aspects shouldn’t be one-time extractions /consumables. If I imprint one into an item, there shouldn’t be a cap to how many times I can re-use an extracted power. This current design will lead to tiresome and redundant grinding just to upgrade a piece more than once without having to have a duplicate of that Aspect taking up inventory space at all times. I’m actually suspicious that this is intended to encourage stash tab sales.

  • D2/R itemization would be preferred. Most loot should be viable when found, power items (legendaries) should be really slow to acquire and extremely powerful, but not required to play the class. I’m under the impression this is taking the D3 route to loot, where everything is too available too frequently and the chase isn’t about finding a missing piece, but finding the perfect, ultimate, god piece with all stats rolled perfect. Loot bloat doesn’t feel good. Didn’t feel good in D3, didn’t feel good in WoW, it won’t feel good here.

  • Offline mode or a toggle for single player. It’s cool seeing people in town- on my terms. Being forced into world content where a level 10 is out-dpsing me at 25 because of wonky scaling sucks. I also simply just want to not share digital space with people at all times.

  • Enemy AI needs a lot of work. As a Barb, I was chasing enemies far too much. As a Rogue, I was cheesing bosses simply by kiting them. In fact, the disparity between melee and ranged combat loops is too pronounced.

Otherwise, I enjoyed what I played.