Tree of Savior Forum

Feature Feedback Dump

Hello. I’ve been stacking and taking notes of all of my feedback through the beta, so now that it is nearing it’s end it is finally time to post all of it. In order to avoid making multiple threads and since some of these already have ongoing discussions made earlier by other users, this will be a list of everything I personally have to say about the game’s features.
A few of my complaints fall under other Feedback categories, and as such will be posted there and not here.
Some complaints are related to bugs, and after finishing this post I will post more detailed info on those on the adequate bug report sections.
Some example screenshots that were sent or shared with me will have character names censored as these aren’t mine, unless the owners allowed themselves to be displayed.

  • CHAT SYSTEM:
    • Whispers are INCREDIBLY flawed. After being invited to a whisper group, moving to another map will make it stop working forever. Random red numbers will mark it consistently even though you have NO ONE whispering you. Sometimes trying to whisper a person that is online and standing beside you will have no result. Leaving whisper groups/rooms with a single person will often be useless, as they will be back when you change maps.
    • Whispers’ broken functionality aside, I think it would be great to have a key assigned to answering whispers you receive. For example: pressing ] could instantly open the chat window with the name of the person that last whispered you already inserted. As it is you have to always re-type the name of different people you’re trying to whisper every single time.
    • Both group chat and whispers clear completely from your window when you change maps, which is an extreme annoyance. Example: http://i.imgur.com/lSe3qK3.jpg http://i.imgur.com/3upgajS.jpg
    • The profanity filter is extremely intrusive. It’ll filter pieces of words (most notable example being the word “Class” being filtered for containing “ass”, which is ridiculous considering how important this word is in this game), and sometimes will arbitrarily filter out your entire sentence. There should exist an option to turn it off, or at the very least it should be significantly toned down. Personally I think a chat filter is always pointless to have in games, as the community will just quickly agree in alternative spellings to swear words and use those instead, as is already the case inside the beta.
    • It’s practically impossible to highlight text while you’re typing it, especially it it’s longer than the chat window. It’ll frequently un-select itself or refuse to move sideways. You also can’t highlight group invite/item links, which would be useful to be able to control+C.
    • It’s EXTREMELY inconvenient how chat always drops down to the bottom whenever someone says something new. That can make keeping up with shout or a simple conversation with multiple people practically impossible. This should either be an option or not be the case at all.
    • Chat colors for Party and Whispers are identical, and the color for Say is also VERY similar and hard to distinguish. Colors should be more clearly separated by their roles. (touched on by http://tinyurl.com/pnhqzl3)
    • There’s no limit for how quickly and how much you can spam text. People are free to spam hundreds of messages in a row anywhere, including Shout. That shouldn’t be the case.
    • It would be practical to have a key to instantly fill your chat prompt with things you’ve already said previously. That way you’d have a practical way to repeat yourself to someone that was offline, or in cases such as searching for group members or for a potential buyer for an item.
    • Finaly, the modern “bubbles”, “cellphone app” like visuals are ridiculous. It’s nothing but a colossal waste of space. There should definitely be an option to turn it off and use plain text. (this and some of my other points were previously touched on by http://tinyurl.com/zokcc5a, and I also agree with some of his other points such as modifiers for the Enter key)

  • GROUP SYSTEM
    • You can’t see other group members on the mini-map when they are on a different channel of the same zone. They should be visible, but greyed out to indicate the difference.
    • Offline members would often be displaced and show up overlapping with online members, but I believe this one issue has been fixed.
    • Group leadership doesn’t transfer to another player if the current leader disconnects.
    • A button to check if members are not AFK would also be neat. As in something the leader can activate which then prompts all members to click a button in order to confirm they’re all present.
    • There should be a system in place to release group names. Say someone plays with a group named “cute sheep”, then logs out and never logs into that character again. No one would be able to use that group name from that point onward, so it would be nice to have groups where no members have logged in for some time getting removed.
    • It is also possible to have six people in a group if two people accept an invite at the same time. I’m not sure if the sixth member receives the full benefits of being a member, though. Example: http://i.imgur.com/DmSjPX3.jpg

  • MARKET
    • At the moment the game’s Market system is incredibly barebones. Item disappearance issues aside (since they’re on the known issues list), it doesn’t even display a “no results find” message, which is one of the most basic functions it should have.
    • It’s maximum character limit for searching is way too low. There are plenty of items with names much, much longer than the Market character limit, and writing whatever portion of the name you can often mixes lots of other items into the search.
    • No option to switch between searching only exact matches or not. As is mixups such as searching for “amber” and finding tons of Flamberges instead of the Amber item happen very frequently. That also means it’s outright impossible to search for things such as the Mace or Pike weapons, as you will get the “There are too many similar results” message.
    • There are completely unused categories, such as the Gem (which are untradeable) one. And yet the game could benefit from having some MORE categories to help narrow down searches. Being able, for example, to select specific armor parts instead of only “Armor” would be greatly appreciated.
    • There’s no need for the Market window to be so gigantic. It could be the size occupied by the Sell and Receive tabs easily, or at least give you the option to be displayed that way.
    • Speaking of the Sell and Receive tabs, they’re mostly empty space. That’s a waste considering they start giving you pages to go through your stuff before coming even close to actually using all the space in the window.
    • Assuming the Market window actually gets an option to be reduced so you can have your inventory open to the side while searching, it would be GREAT to be able to right-click an item to have it’s name inserted on the search. It would make checking the value of your stuff, or acquiring more of your materials much, much more convenient and fast.

  • USER INTERFACE
    • It’s pretty silly how your class icon on groups shows the last one you’ve advanced to. That means that if you’ve decided to pick one rank on a support class to increment your DPS later, or maybe a rank on a low level class such as Archer or Wizard, you’re stuck with that icon forever and that can lead to misunderstandings. There should be a way to choose which of your classes will have it’s icon displayed.
    • There’s no way to have people’s names turned on without also having their HP/SP bars showing beneath them. I don’t want to have dozens of HP bars other than mine and my party member’s flooding my screen whenever people walk me by, but I do want to be able to see everyone’s names, and that annoyance (especially in towns and during world bosses) seems to be shared with most people I’ve talked with.
    • It’s also extremely frustrating how your HP bar and your party’s will disappear EVERY SINGLE TIME a quest event/boss starts, and then never coming back until you change maps or turn the name display option off and back on. That is exactly the kind of situation where you want your bar to be visible, and yet that’s exactly when the game turns it off while for some reason not turning off the HP bars of other people that aren’t in your party. At the very least that should be a toggleable option, along with turning off the chat during those sequences. I’d rather my chat would never get turned off, and having to turn it back on every five minutes when I’m questing is an unnecessary nuisance.
    • The loadscreen art can get stuck over the game after an area finishes loading. You can play the game normally (you know since you can move around and start hearing monsters attacking you), but won’t be able to see anything and thus will have to restart the game. Example: http://i.imgur.com/QCadNR8.jpg (I’m passing the mouse over an item while the loadscreen is stuck over my game)
    • The Search function on the player’s inventory is just outright not working. It never displays any results regardless of how you try searching for items that are in your inventory. Example: http://i.imgur.com/7yD6DnX.jpg
    • Some NPCs (most notably the iCoin and Collection ladies) have to be talked to twice before actually working. The first time you briefly bring up their menu, and then it goes away. On the second time it works. This also happens with teleport statues, and got tiring on the first day of playing.
    • Quest timers can go beneath 0:00 and reset all the way to 10:00 if you’re laggy.
    • Speaking of the iCoin lady, she frequently bugs out and has a full window of available chests you don’t actually have unlocked. Even when she’s working properly, the Growth chest bugs at level 4 and is no longer obtainable. Example: http://i.imgur.com/v7oCSdR.jpg
    • Skill descriptions on mouse-over don’t have SP costs and cooldown listed. You can see those on the skill window, but even still. Example: http://i.imgur.com/5ovRBIY.jpg
    • It’s silly how your buffs/gear stats just get outright added to that stat on your stat window. That can make building a character on the fly VERY difficult, since your stats will change all the time as you get buffed or change equipment. They should be shown separately as a bonus, and the main stat on the window should only be your investments.
    • Having a keybind for the dungeon counter instead of a chat command would be greatly appreciated. Alternatively it could be included on the Adventure Journal window?
    • Dragging one keybind over another changes both of them into the one that was dragged over, instead of swapping their positions. Example: http://i.imgur.com/nWAHb6D.gif
    • The option to only show attributes that can be acquired should come turned on by default, and not the contrary as it is now. Everyone has to mark it over and over again, while actually wanting to check the attributes you can’t buy is just an occasional event.
    • It’s VERY common for mobs you’ve targeted previously but are no longer targeting to have an empty life bar beneath them. When you target them again it disappears and is substituted by their actual HP bar.
    • A way to add a smaller, transparent version of the map to a corner of the screen would be great. That way you wouldn’t need to constantly open the full map over your screen.
    • Why do buy-shops stay opened even after everything the person wanted was bought? It unnecessarily clogs up cities, and it’s just silly to open up a shop, get excited because they’re buying an item you have, and then notice they’ve already bought it and that shop is uselessly taking up space.
    • Sorcerer summons put their health bar at the top of your screen if you’re nearby, even if you’re not using target lock and sometimes even when you’ve not even targeted them to begin with. That is an incredible annoyance at all times since the HP of things you’re actually fighting get pushed to the corner, and that is especially irritating when fighting other, actual bosses, since then you won’t be able to see their bars at all. Example: http://i.imgur.com/rncbcxV.jpg
    • If you have a skill at max level, but equip a weapon that increases your skill levels, that skill will display the level up + button even though it’s maxed up and even if you have no points to use. Example: http://i.imgur.com/RM7VXeo.jpg
    • You can select yourself when you right click a group of people you’re nearby. Example: http://i.imgur.com/V8BU3Mf.jpg
    • A keybind to remove the UI for clean screenshots would be greatly appreciated by many people.
    • Pressing ESC shouldn’t close down the chat window. Since it’s normal for players to constantly press ESC to close down other UI windows, it’s very very common for the chat window to end up accidentally closed. instead there should be a button above the channel icons (where there’s already empty space) for the chat window to be closed.
    • The resurrection window sometimes has it’s options swap places, which can lead to very frustrating miss-clicks. This shouldn’t happen. It can also lack the return to checkpoint option entirely. Example: http://i.imgur.com/XU39B6b.jpg
    • When using Controller Mode, the UI will sometimes revert back to the keyboard UI for no reason. Sometimes it will also overlap both UI types, and the only way to fix these problems is changing the UI type on the game options menu back and forth. Example: http://i.imgur.com/Q49bX33.jpg
    • The Controller Mode UI can also glitch over the alternative UIs, such as the riding one. Example: http://i.imgur.com/FQrCBXv.png
    • Acquiring a new skill while using Controller Mode will sometimes cause it to automatically be added to multiple keybinds at once instead of just one.
    • Group names and titles are completely indistinguishable. Unless you’ve memorized all titles, you’re never sure if that text bellow a character name is a group or a title. Titles should be slightly smaller or there should be a option to not see them.
    • A button/option to turn off ALL skill effects would be very useful for situations with tons of players (such as world bosses), or players with very slow computers.
    • One completely ridiculous issue: if you create enough characters, the Character Create button gets pushed outside of the screen and becomes unreachable. Example: http://i.imgur.com/uNk4AEt.jpg
    • Why are the attributes that can be toggled at the BOTTOM of the Skill window? They the ones you need to access in order to change, so they should be at the top. To be quite honest, not only that but they should also be available to be put into keybinds, so that you can turn attributes on and off without having to manually do it at the menu.
    • Finally, PLEASE give us an option to have the old EXP numbers showing up while you kill enemies. It was extremely useful and satisfying, and many people miss it a lot. (touched on by http://tinyurl.com/nzbvh5s)

  • GENERAL ISSUES
    • I’ll start with what is probably my greatest complaint about the whole game: why are there so many damn invisible walls? In some cases (such as Nefritas Cliff) you have very small ledges anyone could jump over, but yet invisible walls block you and force you to specifically go up the small stairs. In others you could save yourself some time and jump down a cliff instead of manually going down the way you came up but NOPE, more invisible walls. That is not to say of when there’s just NOTHING on the way and yet there’s some invisible wall just to make you move slightly to the side to be able to go on. This happens so often it makes me think the jumping button may have been a very late addition to the game, as it goes underused for most of the it; I could count on one hand how many times jumping was necessary to proceed. I understand invisible walls are sometimes a necessity, but they’re plastered everywhere and as such just destroy immersion and frustrate the hell out of everyone.
    • While on that topic, some ledges that CAN be jumped over don’t work if you’re right next to them as you jump. They can only be overcome if you first take some distance, and then jump.
    • You can quickly accumulate a LOT of books on you. Sure they have no weight, but they unnecessarily clog your inventory, and the alternative is taking up precious warehouse space. There should be some way to store them away without filling up your warehouse or discarding them, so that players can still go back to the little lore bits they provide. Collections or a separate “Librarian” NPC in the Pyromancer’s lab could be an option. As it is most players just end up outright destroying them all.
    • Why doesn’t Stamina regenerate while in town? It isn’t being depleted anyway and if anything, the characters are at the optimal place to rest up.
    • I personally think durability runs out too fast. In a game where grinding and farming plays a major role, having to return to a town to fix up your gear every 40 minutes or so is pretty vexing. Increasing the death damage to gear durability could be a way to make up for slowing down natural decay over combat, so that it still serves as a mechanic that punishes careless play and rewards killing enemies faster. Slowing down natural combat decay would also reduce the issue of melee classes with lots of hits needing to go back to repair MUCH faster and frequently than mage classes or classes that hit less often.
    • Not having an account warehouse is pretty terrible. This has already been discussed on multiple threads, but I want to give my thoughts on the matter regardless. It seems the reason there is no account-wide warehouse is so that items can’t be used across multiple characters without losing potential (or becoming untradeable on the case of materials) as it normally does when it is traded, as the absence of such a warehouse makes people traded gear to their alts and thus helps the economy by keeping the need for more, full-potential items alive. However this could easily be fixed by having items lose potential (materials then would only be available to be put on the AW once) when they’re placed inside our hypothetical account warehouse. That way the benefits to the economy of having gear that is passed between characters lose potential remain, and everyone gets the huge convenience of being able to pass items between their characters without the help of a trustworthy third party or the cumbersome buy-shop method. That also adds security since people can’t steal the stuff you asked them to pass on for you nor catch your buy-shop and take your money.
    • You can right-click Priest materials and they will be consumed, even though using them like this does nothing. This shouldn’t be possible.
    • Some maps (like Forest of Prayer) have practically NO Stamina Crystals, while others have so many you can have four around you at the same time. Is this intended?
    • Pets can be an enormous nuisance since pressing Space/B will very often result in your character trying to interact with other player’s pets. This can result into being pretty hard to talk to NPCs that are surrounded by players without changing into mouse mode. This shouldn’t happen, and only your own pet should be targetable.
    • Rest functions on the controller shouldn’t need the L1 modifier, since you’re not using the default XYAB buttons for anything. There’s also no way to select where to place down a campfire without using the keyboard.
    • Changing targets with the controller is horrible. It shouldn’t take the direction you’re facing into account, and instead just consider the character the center and jump from enemy to enemy in the direction you move the stick. (touched on by http://tinyurl.com/ou6r3vc)
    • Sometimes when an NPC disappears, the screen never recovers from the black fadeout and you have to restart the game.
    • It’s pretty stupid how the special shining mobs have the same effect as some debuffs. EXP monsters are indistinguishable from a monster that is under Zalciai’s effect, for example. That only leads to confusion and shattered hopes and dreams.
    • If you craft a stack of items, it only counts as crafting one item for the achievements.
    • Sometimes if you jump and attack with a dagger, you will hit enemies that are very far away. I’ve even hit things outside of my screen entirely.
    • Dead enemies stay “existing” as entities that can be targeted for way, WAY too long. It’s incredibly annoying for Archers and Mages since they’ll be trying to aim auto-attacks and spells at the next foe, but the game will still be targeting a dead enemy until they move away from it. It also messes up skills that auto-aim such as Oblique Shot, that aim into dead mobs and end up as a waste of SP.
    • Why are Gems not stackable? It’s a pointless annoyance that only serves to incentivize people into quickly fusing their gems to save space instead of saving them all for more careful planning.
    • The bonfire buff is ridiculously hard to get. It seems to affect a completely random area. You can sit directly over the fire, or even over someone that HAS the buff and still not be affected by it. Sometimes it even disappears while you’re still sitting. Example: http://i.imgur.com/ZWLhUAl.jpg
    • It’s stupid that you’re able to overwrite a party member’s buff with a weaker version. Say you have maxed Blessing with the maxed attribute; another player can then cast a level 1 Blessing with no attribute and it will be applied over yours. A higher level/higher attribute buff shouldn’t be removed by a weaker one.
    • Monsters bug out near NPCs and become invincible (every hit misses) and completely unresponsive with extreme frequency. I understand you want monster to reset if they’re pulled near NPCs so they can’t be lured into killing players that are reading dialogue, but the system in place to assure they do that needs a lot of fixing.
    • Frequently NPCs will no longer be interactive. Trying to interact with them will only result in them looking in your direction, nothing more. Are they missing generic text? Were they meant to go away? Something is up here.
    • If you’re silenced during a skill animation your character will freeze for a few seconds. Also, if you’re silenced while blocking you get stuck on the block position and are unable to move at all until the silence expires.
    • Attacking while jumping often results on another attack after you land, even if you’re sure to press the attack button only once. Probably a latency related issue.
    • Occasionally a Stamina Pill may be consumed, go into cooldown and yet give no Stamina.
    • Items frequently bug on the ground. They’re either not actually there (relogging makes them disappear), or can only be picked up after you sit down for some reason. The latter is probably a problem with the game not properly registering where your character actually is?
    • People turn invisible occasionally. If you go back you can usually find their body running against a wall or another obstacle, but they’re actually in another places and you can see monsters getting damaged by the air and similar shenanigans.
    • Flying monsters will fly over other monster’s heals to try and heal themselves, and then stay floating over it since they can’t be affected by ground spells.
    • Monsters can go through walls, stand inside objects and outright walk over vertical walls and go up them. This is ridiculous and shouldn’t happen, they should be subjected to the same rules as players. Examples: http://i.imgur.com/wcJFIfI.jpg http://i.imgur.com/E8s0ItJ.jpg
    • Riding characters stand still over their mounts when they’re put under sleep/stone/freezing. Example: http://i.imgur.com/AUPUDs0.jpg
    • Why are Thick Chains not tradeable? They’re a crafting material that drops from monsters like any other.
    • Sometimes you’ll start a Swordsman sprint and the animation will play, but your movespeed will stay the same and no Stamina will be consumed.
    • It’s extremely common for skills that push mobs away such as Palm Strike or Bash to bug their positions. The monster will be knocked away, and then if you try to hit it nothing will happen, since it’s actually somewhere else despite where his model is. You end up having to attack the air to kill the enemy. That severely undermines the usefulness of these skills, since they sometimes make an enemy even more dangerous by making him invisible.
    • It drives me INSANE how your characters constantly try to move to the center to the screen EVERY SINGLE TIME you log out. For Christ’s sake. They should either stop moving at all unless you move them, or this should be an option. Sometimes they also just keep moving forever into the wall. Example: http://i.imgur.com/xcflVbz.jpg
    • Dispellers have absolutely NO indication of being active or inactive. That makes them feel terrible to use, since you have to be careful to be absolutely sure you only pressed the button once if you want to turn them on, as the game gives you no clue whatsoever of what state they’re in. The icon doesn’t shine, you gain no buff, there’s no visual effect, nothing at all.
    • Bosses that turn invulnerable during certain animation is bullshit. These attacks are all pretty easy to dodge, so the only way they’d present a challenge would be if you were trying to keep damaging the boss and dodging the attack at the same time. As is while the bosses become invincible you just put a campfire and sit down waiting for him to finish so you can go on with the fight, which kills any excitement that was in place.
    • Items shouldn’t be able to fly away so far when you kill stuff, that should be toned down. As it is at the moment in game, they can sometimes get thrown so far away that they fall on completely separate parts of the map. Example: http://i.imgur.com/kpz6vJ5.jpg
    • The loadscreen tip about Elements is missing the Holy element.
    • Despite my previous complaint about invisible walls, there’s also plenty of places where you can clip into the scenery. Invisible walls should’ve been put here, not over 30 centimeter steps. Example: http://i.imgur.com/Fw8GJWf.png
    • Why the heck are achievements not account wide? It seems counter intuitive to have the games achievements focused on things such as killing 1.000.000 monsters and yet require that to be done on a single character. It also makes little sense considering the treasure chest achievements, since there aren’t even enough keys to complete that on a single character.
    • Why do Missions lack maps?
    • There should be an option to turn off the help at the start of the game (teaching controls, asking you to hit Stamina Crystals, etc), since you won’t need that after your first character.
    • There should be an option to invert the cursor speed button on the controller UI mode from accelerating to slowing down.
    • Some items have mismatched names on the Recipe and the item itself. Example: http://i.imgur.com/cMrWTDL.jpg
    • It’s possible to use Ice Wall to separate shop players from their stands/objects. Example: http://i.imgur.com/3FpnC3H.jpg
    • There are two different items named Wooden Pile. http://i.imgur.com/NA0iXJm.jpg
    • There should be an option to turn off weather effects such as dust, or the rain in Demon Prison. That would help a bit more the FPS issues the game already has, especially on lower end computers.
    • Applying Monstrance on a mob with the shiny EXP buff will remove said buff.
    • Beyo Leather Boots e Beyo Boots Laces drop from quest bosses and are untradeable, but the recipe that uses them doesn’t currently exist in-game.
    • Warp Scrolls sometimes won’t offer you the option to return to where you used them.
    • The Klaipeda Warehouse NPC is sometimes completely absent from some channels. Example: http://i.imgur.com/jfeu2Uk.jpg
    • Some areas (such as Gate Route for example) have pretty big objects that disappear completely when you go behind them, making if pretty hard to go back without bumping into them a lot as if you were blind. Objects shouldn’t disappear COMPLETELY and a bit of them should always remain visible, as is the case with most things that you can go behind of in the game.
    • Monsters can use spells while frozen or petrified.
    • Are bleeds and armor breaks disappearing instantly from some bosses and intended effect? Since some bosses are affected by these debuffs and others don’t, we’re unsure if bosses are meant to be immune to them but some are currently bugged and being affected, or if they’re not supposed to be immune but some are bugged and currently are. Alternatively it could be working as intended and some are while some aren’t, which is why I merely ask.
    • The Seal of Space totems in Demon Prison are currently not working. Example: http://i.imgur.com/WBjeFxU.jpg
    • The way bleed calculates it’s damage based on your own damage is extremely stupid. That means unequipping your weapons makes you suffer considerable less damage, which makes absolutely no sense. It also makes INT based classes suffer much less damage than STR based ones.
    • There are LOTS of quests that are translated in different ways when they’re mentioned in different places, mostly the teleport-back menu. Example: http://i.imgur.com/ck706vW.jpg
    • It shouldn’t be possible to be thrown away while or immediately after you’ve been just thrown away by a boss attack. Sometimes if you’re unlucky with the pattern the boss takes, they can knock you away, then knock you away while you’re being knocked away, then knock you away while you’re being knocked away again… infinitely until you’re dead, and you can’t do anything about it.
    • You’re also frequently flung in the opposite direction from the one you were hit, as if the boss’ punch or explosion sucked you in instead of blasting you away. (touched on by http://tinyurl.com/gn3kc2p)
    • The game would benefit from overall having more options. More UI customization options, more control options, more graphical options, etc.
    • Monsters running away is a completely unnecessary way of infuriating players. It’s a gigantic waste of time to have to run multiple times across an entire run after a mob that is one hit away from death just because they constantly dart away at the speed of light. It’s okay to have some mobs that occasionally do this in the game, since it adds personality to some species and it makes sense for enemies to have a sense of self-preservation, which can help with immersion. It’s not okay though when in some areas (like Demon Prison) it happens so frequently you can hardly kill a dozen enemies without having to chase down a pesky spider, sometimes multiple of them that ran in multiple directions after you’ve used an AoE.
    • Finally, the way mage and archer monsters’ attacks can not be avoided at ALL is one of the most completely baffling things in the game. That is sometimes alleviated by having these monsters have low health so you can kill them before they end you, but that is not always the case and some monsters such as Wendigo Searchers have lots of health and NO WAY of avoiding being hit by their incredibly damaging ranged attacks. I understand completely why magic and some ranged skills can’t be avoided (so that stacking DEX/Evasion/Block gear/buffs doesn’t make you invincible) and why player mage/archer auto attacks also can’t (since it’d be extremely hard to play those manually aiming every single attack), but having the monster’s auto attacks as also unavoidable is nothing but frustrating. It feels INCREDIBLY cheap when a group of mage monsters spawns beside you and you get instantly obliterated because you couldn’t jump out of the way like you can with normal monsters, just as it’s frustrating to run by monsters on your way to somewhere else and have a ton of arrows home into you like thermal guided missiles.

That’s about it, thanks for reading this gigantic wall of opinions.

[Edited due to accidentally posting before the list was complete, fixed a few typos, added examples]

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