Playtime: 132 Hours
Main Characters:
Level - 129 Priest3-Monk
Level - 104 Peltasta-Barb2(future Barb3)
Level - 28 Peltasta-(Future Hoplite3)
Level - 62 Pyro2(quit)
Feedback -
Controls:
For the most part I used the keyboard controls, as I found the Mouse option really awkward to use, esp. without custom keybinds. The only suggestions I would like to see are custom keybinds, and when using the mouse, having left-click NOT also try and move you. Left-click should be reserved for just interacting, and attacking. If need be, right-click can be used for mouse movement.
Progression:
If you do everything right, you really don’t need to start grinding till around 110-120, which is fine with me honestly. This allows you to get your build a good ways done before you really need to start buckling down and grinding. However, I would like to see more ways to encourage diverse leveling strategies than just questing early on. I.E., upping density, and/or, lowering respawn in certain maps to let people either farm of quest.
Equipment:
Really, really disappointing. Starting at lvl75 there should really be a lot of variety to support, or enable different builds via equipment. Instead, we get crap tons of Crit.Atk weapons to further help DEX builds, Every Mace has Magic Attack, Every Shield has ONE block, and they all have Physical DEF as their main stat. . . Where are the shields with the main stat being Magic.Def? Overall, the current equipment selection is really lackluster.
Mobs:
Mob Density:
After level 50, the density of maps really takes a nosedive. Often, there is one, to none good grinding spots on a map.
Mob Respawn Rate:
Some respawn times seem a little excessive. There are some places with ok/decent density, but the respawn time is 30+seconds, which really kills the grind.
Mob Diversity:
I would really love to see more diversity in the amount of EXP given by certain mobs. There could be a place to grind with High Density, but the individual EXP per mob is lower than a place with poor density, but the mob gives High EXP. So, for the characters that excel in AoE, they could grind in the high-density area, while characters that have poor AoE, or, excell in single-target damage can fight the single mobs. (of course, the low-density mobs would have more EXP).
Maps:
I’m not a fan of this one-map, per level-range that’s currently in. It really theme-parks the game.
Dungeons:
Limiting the number of runs you can do, imo, is not the solution to keep people from abusing them. Instead, balance the EXP given to bring it more in-line with grinding. . . and maybe decrease the Talt drop %, or increase the loot pool, of the bosses.
Also, I think there should be more dungeons, and possibly even hidden dungeons that require some token to enter. So, even after it’s found, you have to farm for the token to be able to enter it.
Classes -
Cleric:
All of the base Cleric skill, imo, are really good. The issue though, is the C2/3 skills. I could never justify going Cleric2/3 to myself because the skills looked so useless in comparison to the other choices.
Priest:
As much as I hate +x skills because of their poor, poor, scaling, the priests blessing and sacrament were the saving grace to my solo priest life. I really don’t have any negative feedback for the class. pretty strong, just suffers from the 5buff limit cap. Also, Stone Skin is bae.
Monk:
Really disappointing, imo, and needs some changes. When someone goes Monk, they really should lose all weapon slots(and get some attribute that ups AA damage), or, there should be monk only weapons(I.E. fists, ect.). Your AA should be replaced with Punches.
Pyromancer:
In large part, I stoped playing pyro because of the mouse mechanics. I didn’t like how left click was used for both movement, and AA’s. The only thing I really didn’t like about the pyro itself was the fireball. Absolutely hated the skill. Would much rather have it be a slow moving fireball projectile, than a melee ability.
Highlander:
Played it for a while to see what was so broken with it. Please for the love of god, do something about Cartor Stroke, and/or, the Crit.Attack attribute. I can’t tell you how many times a Highlander has come by when i’m rounding up a mob and 1-shot everything.
Peltasta:
All my love. Seriously, I love this class. Just wish most of the C2/3 skills weren’t so bad. As for feedback. I think you should be able to use abilities while in guard, however, it will stop guard. Would make gameplay more fluid. I’d like to see a C2/3 ability that makes it so you reflect x% damage received for a period of time maybe, possibly even including Magic Damage.
Also, there is some great feedback in this thread,
https://forum.treeofsavior.com/t/peltasta-impressions-and-feedback/111509
Barbarian:
Really, really strong class. Though I think it has too many Stuns. IMO, the majority or CC’s should be concentrated on the utility, or defensive classes.
Miscellaneous -
Ingredient storage:
I would really like to see a new tab on the storage section for ingredients. Think the GW2 bank system.
Auction House for both buyers and sellers:
Instead of having people set up in CH1, it would be cool if the AH worked for both people wanting to sell things, and, for people requesting items.
Companion overhaul:
Absolutely useless in combat unless you have skills to interact with them. It would be cool if they could act as extra storage, or, like Torchlight2 where you can send them to town to Sell things/Buy things from the merchant. Allowing you to restock on potions and such.
Magic (Damage/Defense):
I think it’s a poor design choice having it so magic can’t be blocked, or evaded. . . Esp. when Magic.Def is so hard to come by. IMO, it should be able to be blocked. block is really concentrated to a few classes, or buffs. So, instead of making it dodgeable and making DEX builds really OP, I think allowing it to be blocked would be a great change. SPR also gives block penetration, so there is still a counter for PvP.
Other:
A really good reddit thread I think should be read.
