With the new patch I figured it was time to buy into this game. Big mistake... :-(
Lots of problems and no redeeming qualities. There's promise, yes, but it's SO far from being playable that I'm not sure I'm going to bother again for quite a while.
Absolutely no balance:
Just took a new Inquisitor out for a spin. A few rooms into the mission I ended up dying three times in the same room - not much fun, that's for sure.
The room was teeming with Chaos Marines and Havocs, an absolute HORDE of Cultists of all kinds, and those small Nurgling-like thingies. Oh yes... And a Hellbrute as well, just because there wasn't enough stuff to deal with in the first place.
I took me two deaths to realise that the Hellbrute summoned hordes of those small thingies and right behind that was a Warpgate that kept spawning Cultists.
To make a half-hour long fight short: I didn't stand a chance. The room was spawning enemies far faster than I could kill them.
And just to repeat - this was on level one...
A lack of loot:
The enemies drop WAY too little loot to make 30 - 45 minute missions worth it. And most of what you get in that strange post-mission bonus screen is worthless.
Yesterday I played some five missions, and I didn't even need to empty my inventory. That just won't do. Without a high drop-rate for all kind of goodies there's no incentive to actually slug through all the mobs you encounter.
Not having access to your inventory during the mission as a pain in the behind.
Not only do I like to take a look at the loot I just picked up (not that there's much of it in the first place), but I might also want to switch weapons.
Going into a mission with no ability to change weapons makes it all a huge gamble. Sometimes the weapons are appropriate for the enemies you meet - sometimes not.
Forced out of the mission:
Being forced to quit the mission at the end is another pain in the behind. I have stood at the opening of a room with three crates in it, yet the game forced me to quit the mission before I could open them.
MANY bad words were said.
For some reason I don't understand, all characters seem to share progress. My level 1 Inquisitor could continue the investigation my level 5 Inquisitor was doing... Why...?
And why are the unlock of the skilltrees shared as well? So my first couple of characters have an uphill battle ahead of them, not having access to most of the skills, but the following characters are off to a great start with full access to all skill...? Again... Why...?
I realise that this in an alpha, but the game is so horribly optimized that my computer - a fairly high-end gaming PC - is struggling and has all fans roaring at full speed to keep the GPU temperature down.
Extreme load times:
It might have to do with the lack of the optimization, but the amount of load screens and the time it takes to load the game is quite annoying.
Repetitive game play:
With a seemingly very limited selection of tiles to create each level, and the AI being virtually nonexistent, the game quickly become repetitive. Each room looks the same. Each corridor looks like the last one. And the only question is if you can kill the enemies quicker than they can spawn.
The controls don't work:
For me, this is the worst offender right now. There're just so many problems with the control that it's not even funny.
Overall, the game feels sluggish and clunky with a horrible pathfinding. Most of the time your character will move where you ask him to, but occasionally he'll fire his weapon instead or just remain stuck on some invisible obstacle. This gets particularly annoying when you're getting swamped by enemies - and that happens a lot.
The use of cover is a nice, though hardly novel, idea. But sadly, it doesn't work. It's not immediately obvious where you can get cover, leading your character to sometimes dash for cover, only to find that this particular corner or box does not provide any kind of cover, unlike the corner or box you used for cover in the last room.
And when you do get into cover, more often than not you'll find that your character outright refuses to fire (for no reason I can see) or simply fires into the cover he's standing behind. On rare occasions the cover will actually work, but most of the time it's worthless.
And then there're the skills. As with the cover, they rarely seem to work. Or perhaps it's just the awkward controls that keeps screwing me up.
Using the mouse to activate the two mouse-skills usually (though not always) works. But using the remaining skills... Not so much...
When, for example, I press 4 to activate my rockets or deploy my turret, half of the time the skill outright doesn't activate. And the rest of the time the aim is usually off. The turret never deploys quite where I want it to, and I have a real hard time getting the rockets to hit anything. Rather than actually going where I click the mouse, they often fall short, even to the point where I had several instances where they hit right where I was standing.
A much better solution, I would suggest, would be to keep the primary fire mapped to the left mouse button and then using 1 through 5 to decide which skill is mapped to the right mouse button.
And then there's the weapon ranges. Or rather, the lack of them. I always feel like I have to get suicidal close to use my weapons, simply because the range is limited. I can understand why a weapon like the shotgun has a limited range (though it's practically a close combat weapon in this game) but there's no reason to have lasguns limited. They should be able to shoot as far as you can see.
And speaking of seeing...
The camera really needs an overhaul. Having to manually swing it around is a royal pain in the behind. And more than once I've died because I got ambushed and had to frantically swing the camera back and forth to try to get line-of-sight to the enemy. All the while having my health melt away...
A game like Diablo has manged, right from the first game, to design the levels and the camera in such a way that you never have to swing it around. Why can't this game do that?
Sorry to start out with such a diatribe, but there are just so many problems with the game right now that I honestly don't consider it ready for a public alpha, let alone actually being sold for money.
The balance is all over the place, and I spend more time fighting the controls and the camera than I do fighting the enemies.
That's not to say that the game is a lost cause - far from it. The basic idea of Diablo-in-space is not bad, but there's looooong way yet before the game is ready for release.