Martyr Feed back:
Thoughts on what exists and my hopes for future.
I want to start by saying that I enjoy the game, it's fun and has a lot of potential! I Have been very impressed with the state it's in for an alpha since I started testing 3 wipes ago. I have only ever played as a Sniper assassin. My brother plays as a crusader, so I get some feed back from him too.
So most of this is from before the feb 16 patch. Not much from what I want to say has been changed from that patch, and while I had intended to post this much sooner, I feel I need to post it now before the game gets released.This is just my honest and as comprehensive feedback as I can manage for most aspects of the game that I feel are important.
Most of this, is about the very core, which hasn't changed much. I am very concerned after finding out the planned release date. When I saw the date, and even the new delayed date, I was shocked. To my knowledge the game was still in alpha, and needed to be. All it's flaws could be forgiven since for an alpha, the game was great, and faith it would be fixed easy to maintain.
Then there was a letter saying not only is it going to be released in a couple months (at the time, this post is late I know, I'm a busy man.), but there won't be any more patches to update the build before then (I know that has since changed and we will now get 1 more, but the point still stands). So we wont even get to test it properly. The point of an alpha is that you are willing to rip the whole game down to it's foundations if needed and start again. While that isn't really necessary I still feel the game deserved it's alpha state and that some of the core concepts do need to be changed.
It just seems from my point of view that the game is going from alpha to release, which is not how things should go. I seriously hope it all works out for the best but am concerned the money ran out and it is being rushed to release. This runs the risk of killing it, since a rushed and incomplete game will only turn a majority of people off, leaving only those of us that are either serious fanppls of WH40K or those that still have faith the game will be improved after launch to play it.
First up the controls:
They are fine for the most part. After the wipe before last, I started playing again, and found which button for which skill on the same weapon had all changed. I was just finally getting used to it and the feb 16 patch switched it back again. This is just annoying. Please at some point implement a system that allows us to choose which skill is which hot-key for the individual weapons. Changing the key binds in the options for 1 weapon can make it really inconvenient for another (on switch) and isn't really a suitable workaround IMHO.
Also while this is just a dream maybe make it so each weapon has 5 or 6 available skills, but still only the 4 slots to take into missions. Give us some more choice and customization per weapon. Happy for this to be a more long term goal though.
Also I feel allowing the arrow, or other assigned keys for movement to allow said movement to be performed while shooting your weapons would be a great addition. Taking a shot with my bolt gun should not lock me in place. Some skills should definitely require you to stand still (charging a sniper shot for example), but most should be able to be performed while moving. This would add much to the game both in terms of realism and diversity. Some builds would be very mobile, while others would be less so for extra dmg or other advantages.
The skills that force movement towards or away from mobs, could either have said movement removed or be left as is, maybe that's just the price you pay for them.
Forced grind/Split leveling system:
The first of my major issues with the game, is that to go from chapter 2 to chapter 3, I am forced to grind up fate and run fate missions to raise my inquisitor rank high enough to find/craft items of sufficient power rating to be able to do the new “story” missions. I have had it argued in cabal chat, that when the full story is implemented this wont be aproblem, but I think if there were going to be bridging missions surely there would be place holders now? I have also been told that getting from 40-50 took 10k fate (since there were no longer any story missions), though this was before the feb 16 changes where apparently fate missions get more expensive but you also gain a small amount from random missions.
Grind for xp and loot is a big part of all diablo esq ARPGs, and I am ok with it in general. Here however it feels forced rather than organic. I don't find the mobs ahead difficult and decide to go back to easier things for abit to try get better gear and level more to progress, instead I am artificially gated from proceeding. It just feels too forced rather than me deciding myself I need to grind. While the recent change of adding a small amount of rank points to random missions should help reduce this problem, I don't feel it will eliminate it. The split of xp is IMHO the main cause of this, with power rating being the secondary cause, and I feel both are mistakes that need to be rectified.
While it would be fine to slant certain types of missions one way or the other. Currently only 2 types of missions (“story” and fate), provide decent amounts of rank xp, while the rest only add account. This feels wrong to me (yes they now give some but it's almost negligible). It just doesn't allow me to play how I want to play, instead I need to play the way that allows me to progress. While that's normal, we all generally play in the best way for us to progress, it's not a decision, and instead feels forced. This needs to change.
My second major gripe with the game as it stands, is how the power rating system currently works. For the purpose of this post I kept 2 personal void shields for demonstration purposes. Now it needs to be said that like signums, implants, and other such items, the item lvl does nothing to determine what it actually does. Whatever lvl it is, the only thing that's important are the enchants (nothing else changes, they both shield for the same amount).
The first is item lvl28. It has +9.6 hp regen, +4.5% DOT duration, and +9.7% physical dmg. Power rating is shown by the fist to be 60, but it's only 8 points behind my current shield which the fist shows to be 69. The second void shield (not the one I have equipped) is item lvl 33. It has +3.5hp regen, +3.6% DOT duration, and +8.3% physical dmg. Power rating shown by the fist is 68. It is how ever still 2 power rating behind my currently equipped void shield.
This should hopefully, clearly demonstrate 2 problems with the current system. The first and most glaring is that in order to up my power rating and progress, I'm often forced to equip gear that is worse than what I'm wearing, simply because it has a higher item lvl. The second being that the fist icon showing the items rating is not accurate (I hope the second one is easy to fix assuming you keep power rating as a system).
It is my humble opinion that the whole power rating system needs to be scrapped. If it is kept, it needs an overhaul. Ostensibly the system is there to let players “pick their own difficulty” by attempting missions with a much higher rating than they have. This could far more easily be achieved with a slider bar on the briefing window. By doing this content would no longer be gated, missions would be as hard or as easy as the player wants, and the rewards adjusted with the difficulty.
If power rating is kept, I feel it should be removed, from items whose main functions aren't affected by it. A weapon or armour that has a higher power rating has more potential dmg or dmg reduction (and this should be made definite and not random IMHO), so this increase might make it worth equipping one with worse enchants. For items where only the enchants matter however, it makes no sense to arbitrarily declare that this one with worse enchants is better because it's higher lvl than the one you have.
Either that, or much more weight needs to be given to how well the enchants rolled, compared to the maximum allowed for that item lvl than they seem to now. Lower lvl or not, it should not be possible for an identical item with worse enchants to be rated higher than the other simply because it's higher lvl. Gear should be rated on it's merits not it's lvl if you insist on keeping this system.
Finally, if power rating is kept, some should be given per skill point spent. A flat rate of 1 per point with maybe 2 per point above 70% of the overall points available in tree to help reflect that a fair bit of ones power comes from your build rather than just your items would be nice (would allow alts under the split lvling system that you start when maxed to jump ahead quickly). If an items power rating could be slanted to reflect how well it synergises with said build/weapon that would be awesome but probably dreaming on that one.
Reasons Above Suggestions Would Only Enhance Game play (IMHO):
So if we combine the above “problems”, (I feel they're problems others may not), I feel the solutions are pretty much all in the game and only need a few tweaks to solve. If power rating was done away with, but the “higher lvl gear can be better” system is kept, a slider bar is introduced to allow the player to simply pick the difficulty of any mission they are doing, and all missions gave a reasonable base of all resources as reward (obviously modified for map size and difficulty chosen), little would be lost . The influence system and story line already gives a reason to go to different systems, expanding on it to include influence for the shown factions would give a reason to run missions on certain worlds. Fate missions should be mostly about loot but give a solid bonus amount of rank xp (still best source), but it should be like 50% higher than a normal mission rather than the current 8 or 9 times higher it currently is. Then you could slant (say 25% higher than base), just for example, relic missions towards loot (those guarded chests might have more than just relics in em (or the relics might actually be useful as weapons for me), purge missions towards account xp, clue hunting (get info from terminals) towards rank xp, and so on. Maybe worlds that have a high ecliesiarchy(spelling?) presence would give bonus fate per mission, while royal houses would give credits, to enhance the 'diff missions, diff worlds give diff things' to encourage movement through the “World”. This would allow me to play whatever missions I so chose (other than story). Even if I don't enjoy and choose not to do the type that will give best rewards for what I need. I will still get there, it will just take a bit longer.