I’ve gathered my thoughts about my experience and I will explain my concerns.
I want to firstly get something out the way, the game looks AMAZING; I love the grittiness and the art-style. The story seems good so far and it was an enjoyable experience, however I’m starting to think it’s not going to be what many people were hoping for; me included.
If you look at the game past the initial charm and if you actually want an interesting game that isn’t just spam button walk-simulator. You should be able to see the flaws are already showing.
CLASSES SKILL TREE
The classes feel good mechanically, however the skill tree is barely a skill tree at all, there is very little to no build expression. You can choose from 3 archetypes for each class and other than that you’re going to find very little variety. It’s most apparent with the sorcerer class, you pick an element and you basically pick a slight variation of it.
Suggestion
I think it’s the most difficult part to fix but I believe the skill trees need some re-designing. A system where an ability can be completely changed by it’s passives where the interaction with the other abilities can have a very different effect.
For example Hydra: you can cast hydra which is your normal hydra spell, however it can go on different directions according to the passive you pick. So you can have a set of nodes where hydra element is changed to ice or lightning and have another set of nodes where Hydra has a single charge and is 1 single big model that shoots 1 big ball of insert element here and explodes in an AOE or instead have 2 extra charges of hydras giving you a total of 4 and then yet another node that instead of casting a charge of hydra, you summon hydras coming out from the player’s back following him and shooting around him.
This way the spells have more variation and there’s more player expression, as well as different effects that work in synergy with other spells that you would otherwise not have as an obvious pick.
I know its a lot of work but it would make the game incredible!
ITEMIZATION
The itemization is what I’m most concerned with, because this is where the players could find their strategies and synergies yet all the items simply give slight %'s of defence or offensive affixes. The only interesting idea is the “lucky hit” stat. But quickly you will find that when comparing gear you simply want the higher number no matter what. The small affixes add so little to the decision making that frankly its quite bland. “wohoo I can add many +% crit chance on each gear” Cool?
The legendries add more to the skill variety, although we don’t have full access to all of them I feel like they are slightly underwhelming, not to mention they will probably be more rare on full release.
The rare gear drops also seem to be always worse than rare or legendary; it was mentioned on a dev log that they wanted rares to also be useful for certain niche builds or for a particular reason. I see none of that so far…
In conclusion the itemization if kept as is, will get boring FAST, it boils down to micro decisions of small numbers that becomes extremely uninteresting. Sure these little numbers add up and all but that only means you either deal more damage or take less damage, that’s mostly it, with some small exceptions like the “Lucky hit” stat.
Suggestion
The itemization is very lacking in my opinion at the moment because it’s not changing how you play your class at all. Even with the legendary effects considered, it doesn’t do enough. I have a few suggestions based on the rarity of the item.
-General in items: As normal, the items should have more affixes the rarer they are, however they should have a Slot affix (boots, chest, etc…)Primary affix, a secondary affix and special affix. The slot system should stay the same.
The Slot affix is already there, it’s the one where it gives you something based on the type of gear it is. (for example boots change the evade skill)
The primary affix always gives you a stat increase (Strength, Dexterity, etc…)
The secondary affix gives you an increase in the secondary stats, such as Crit %, Cold resistance, etc…
The special affix slot adds something to your abilities, or a special effect that can change how you engage with enemies such as Heal on Kill or Potions give you “X” amount of resource (energy, mana, etc…) or
- Magic: Magic items give you a Primary affixes and 2 secondary affixes but sometimes it gives you a Special affix instead of a 2nd secondary affix.
- Rare: Rare items give you a Primary affix and 3 secondary affixes but no special affixes.
- Legendary: The effects need to be a lot more impactful, to the point where it changes how you use your skills. For example an affix that turns firewall into an icewall, or Rend shoots slashes of blood that bleed enemies in an arc. Effects that really change your playstyle, as if playing one of these new popular roguelike bullet hell like vampire survivors. I understand this is a lot more work production-wise but come on it’s blizzard, you have all the resources and talent I could only wish to have. There might already be similar effects in the full release but the ones I’ve seen so far seem very tame.
I think this way there will be more value to the items to make more interesting decisions, especially with Magic items and Legendary items.
In the dev logs, the developers did say that Legendaries should feel like items you build your character around, but as it is now it feels like they are simply a small addition to your build. They also mentioned that they wanted magic items to be more niche builds, but so far I’ve seen null of that so I feel slightly lied to. Maybe that has something to do with the drop rate from the BETA, however after reading all the legendary affixes, there’s nothing that felt too significant to want to lean unto the effect heavily. (and that’s what we want)
Anyhow, I’ve gone long enough and if you’ve read all this rant I want to thank you and I apologize for the long essay.