We're excited to see a brand new season coming out so soon. The idea of doing heavy carnage and summoning strong foe seems to be fun :)
Still, I have some doubts regarding the rewards for this season, please correct me if I'm mistaken:
1. Personally, I think the Empyrean Key doesn't work so well.
They offer the player one more Void Chest.
But, as we know, there are only 3 item Chests (Morality, Archaeo, Ancient) that truly worth pursuing.
I would say many players won't be impressed if that key could only offer some shards/tarots/crafting materials/blue prints.
It would be more attractive if this key could offer us a special ITEM chest. Because lv 100 items with 1+5 enchants (1+3 enchants for construct modules) are all that players care about.
2. Some seasonal items are far away from strong. Especially the sniper rifle :(
Sight of the Empyrean
- Gain +25% Damage and 5% Critical Hit Chance while there are no enemies within 10m of your character
The enchant gains poor damage bonus at resticted situation. Very few people, if any, would want this.
In fact, the whole sniper mechanism is too weak at -99% levels:
In current version, weapons with fast, persistant area attack are always stronger, because they could apply vulnerability/debuff in an efficient way, and can easily control large crowds of enemies. Fast hitting weapons are also good at recovering HP through the "gain HP for each hit /crit hit" enchant.
But for sniper rifle, the idea behind it is "strong", single target shots at very slow firing rate. At +18 levels, the "strong" sniper shot damage only scratches the enemy, and slow shooting rates mean it is almost impossibe to stack vulneralbility on the enemy, so it fails.
(One may argues that, by making DoTs infectious with Psalm codes, sniper can do damage to crowds of enemies. But this still seems not work in -99% levels. And I suspect area attack weapons still could do better under this strategy )
There're other weapons faces similar problem, like plasma cannons/guns/pistols，multi melta, melta guns，inferno pistols. These weapons are sleeping in the armory and not properly used.
Is there any way to grant these slow-hitting, single target weapons some unique advantage?
I believe by carefully balancing the weapons and making more weapons playable at end-game difficulty (-99% damage output), will not only greatly add the fun for players, but also extend game life in an economical way. So, please, give these weapons (and the Sister weapons under developing) some more serious attention :)
3. Long-gone are the stash pages and character slot rewards !
Characters are steadily increasing with season. And with the sister coming, the slots are becoming even more crowded.
I believe it is fair to ask for an increase in character slots, maybe at season 5.
And again, I want to say I would happily pay for a DLC that grants me new character slots and stash pages :)
4. And it's been a while since last companion/helms are released:
Why stop? Companions are better than seasonal trophy, because they follow me arround, not hidden at some trophy desk.
Helms and masks are more welcome for similar reason.
There're some companion creatures that are no longer available to new gamers, why not make them as part of seasonal reward, as long as it doesn't break possible promises before? Many people would want them. Doesn't even need to create new ones, just make old ones temporarily available :)
5. One more specific question for S4 relic enchants:
These 2 relic enchants appear on items dropped during S4:
- 10-15% chance to cast a Warp Nova when struck (relic armor)
- 100% Critical Hit chance for 2-4 seconds after triggering an Empyrean Echo spell (any relic item)
Is the Warp Nova here counted as "Empyrean Echo spell"？
I have this question, because if this Warp Nova is not counted, there seems to be no way to make use the second item after season 4, which would be a pity.
Thanks for reading my lengthy complaints :)
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