Beingclose to 400 Missions in the current Build and sitting at AccountLevel 27 with "breaking" the Unholy Cathedral I may havequite some experience with the current Version and how it played forme, especially in regards of Itemization, Builds and generalprogress.
As for myplaystyle it may be obvious that I am a min-maxer. I always try topush for the limits and optimize the different aspects of my Builds.So this is not feedback in regards of playing casual - keep that inmind.
I'll startwith one of the biggest problems I encountered that got even moresevere with the 0.4.2 Build. And that is getting items in the firstplace. Items that are actually viable that is.
We get ametric ton of loot from missions and the new loot screen is fancy yetit looses its appeal rather quickly once you noticed that you mostlyget “trash”.
Mydefinition of “trash” in this regard is not the lack ofimprovements - though that actually is a severe issue - but actuallythe fact that items can roll with so many new modifiers that they canturn out to be utter and complete “trash”. Like completelyuseless for most if any of the builds you create. Some are even worsethan the actual start gear for they contribute nothing to you.
Now thatwe just outright “delete” our loot we get some green items hereand there. Yet even though they roll up to 3 stats most of them infact are still garbage. They wont improve you. Not even remotely.
So how didI equip my Character. Well, I did it with the trader and horrendousamounts of reloads. You may say “This is not intentional” and Ido agree with you. This is pretty much the most boring kind of itemacquisition - yet it is the best. Nothing even comes close to that.Not even remotely.
Thing is,for players like me it is the only alternative. Playing with theitemization as it is now would have made me go away. It is painful.It is slow. It is meaningless. Its inefficient and some may call itan insult for our “effort”. There may be a total of 2 items frommy loot pile that I used after I could afford to visit the Trader.
As of thismoment I hold:
This iswhere my loot goes.
Directlyto the bin.
But itgets even worse.
I amrunning around completely in green gear.
BecausePurples suffer from the very same.
I may havereceived around 50 Purple items and mostly I am just using one ofthose. 2 more I use sometimes.
This isnot loot I can feel excited about.
And thenwe get into the Power Level conundrum...
It ispainful to replace “near perfect” green items with some PurpleGarbage that contributes nothing to your Build but just happens tohave an arbitrarily higher contribution to your power level. This is“gating” content at its best.
I canunderstand the reasons WHY this system was put in place yet I cantell from my perspective that it is extremely annoying. I do getwithin an ARPG that follows a linear item progressen linked to thelevel “good” items would be replaced at some point too. The thingis: In those cases I actually feel and see the improvements. I getstronger.
In thisgame, in the best case, I would trade a green items with stats ABCfor a purple item with stats ABC and nothing changes but I can accessmissions that may have been over scaled for me before. I do not feelstronger, I just lost some insane penalties or actually reduced themmore often.
I as aplayer, or more my character, does not feel any different. There areno new synergies that work now. 3 Crit chance on the green item arejust as powerful as 3 Crit chance on the purple one. We are stuck andpeak very early, part of a gameplay loop that makes us replace ourgear with hopefully the very same gear just that its power level is abit higher.
This is certainly NOT exciting.
A way toavoid this RNG is the crafting system. Time after time you tell us onstream that Martyr is NO MMORPG. The Question I have is: Why do wethen have atrocious crafting times? What purpose do they serve? Thisis no MMORPG with a worldwide economy that has to be balanced withartificial scarcity of crafted items. These long waiting times geteven worse when the stuff you waited for just turned out to be trashanyway. Just remove the crafting times. Same for research.
So whatwould be my suggestions?
- Removethe bad Stats. As to what stats are “bad” this is certainly upfor discussion and I can accept that many may not agree with me.Thing is: Some are just outright better than most others on certainitems. If you could have +2 Warfare and +2 Toughness on an Inoculatorwith maybe some Health Regeneration, who would pick the CooldownReduction, Heal Increase and Duration increase? Certainly nobody thattries to optimize within the current build.
- Add“Smart”-Loot. Keep the variation yet make the rolls somewhatsmart. An example would be this: We got a Signum. The Signum rolledCrit Chance. Now Crit Chance is linked to Crit Strength. Because theyare linked the chance for the second Attribute to roll for CritStrength rather than something else is now increased. There isalready a similar mechanic in place anyway that makes certain Stats,like HP Regen and Supression Regen mutually exclusive too. This wayitems would still roll randomly yet in a more cohesive manner withstats that supplement each other. Purple items for example could evenhave a higher chance to roll for supplemental stats.
I do haveideas for other aspects yet those are partially impacted by featuresto come, so given my suggestions may be pointless for you fix thoseanyway I just focus on these aspects mentioned already.