1.6b4 butthurt feedback and rant
Posted: Sun Oct 20, 2019 3:27 pm
So I have been playing some 1.6 beta on insane/adventure, I got like 3 reavers to dreadfell, played some corruptors as well and got one of those to dreadfell, a little bit of berserker, and got a thalore summoner to the prides. Here are some thoughts:
- Stun nerf, hate it, unnecessary, unfun, stunning stuff was fun, getting locked cd's was fun too, at least for me... not a deal breaker, but I still hate it, wonder how others feel about it since it seemed like an arbitrary dev decision based on personal preference.
- Movement infusion nerf I didn't like either, after around halfling complex, you start getting those 10+turn stuns and the stun nerf is not enough to make up for it, you still get stunlocked anyway, seems like some melee classes could be a pain in the butt to play now, or at least relly heavily on rng for stun res equipment.
- Shops: being locked before lvl 10 makes some race/classes combo annoying to play until you unlock shops, since some race class combos can start with really bad infusions and armor, still has some annoying rng to it, can check the shops and find some 400 regen/shied infusion rune or some good heroism, or could just find a bunch of crap. Finding heroims infusions earlier is fun too.
- Enemies: After around lvl 25 or so, it seems like you start to find a loooot of enemies that have like 70-100+ armor, I'm not sure if it's true but it also seems like enemies have more hp, it feels like some fights are taking waaaaay too long now, which is very unfun, at least to me, and can be specially annoying when you are fighting 4 rares at once. I can't tell how bad was the weapon dmg nerf, maybe that has something to do with it, but I don't know anything about it so I'll just leave it. Also enemy anorithils are busted, the new magic version of 1.5 archers who can act twice before you act and do some crazy dmg/ one shot you. New AI seems fine, enemies gank you and try to flank which is cool. Also got an impression that they have some crazy madness telepathy now or something, but I could be wrong. Also some late game mages had wayyyyyyyyyyyyy too much sustains, like 15+ (backup guardian master, vor pride mage). Some enemies also seemed to have their defense a tad too much.
-T1s and T2 dungeons: seems like they are a lot more doable, in the sense that there seems to be less RNG involved, not finding so much crazy stuff that can one shot you or are unkillable, things start to get nuts on
-New block: I haven't tried any shield classes too far, but it seems like high tier shields won't reduce block cd anymore, which is just the crappiest thing ever. Shield classes are all about that shield... kind of, so when you can only block once or twice in a fight it feels kinda redundant and unfun and missing the point. I know you can block elements now which is great, but 8 turn cd on block is waaay too much, it's fine for a t1 shield but unfun to have a shield and not be able to block often as you power up, since the whole thematic of those classes revolve around the shield anyway.
-Rush nerf: dumb
-OP crits: now I don't know if thats a bug or not, but it seems like late game, every single crit is pretty much one shotting me. First the backup master crit me for over 1,5k in one turn when I had 40% fire res, then a rare+ shadowblade one shotted me for around 1,6k on vor pride for physical damage when I had 50% physical res and around 60 effective armor ( he didnt have res pen as far as I could tell). Then in the rak'shor pride, I got critted for over 1,4k dmg from a white orc necromancer who procceded to do another non crit spell for 700 dmg on the same turn, I had 50% dark res and he had no res pen. Overall it seemed like fire and darkness dmg were doing wayy more dmg then they should too considering my resistances ( not spellshocked, no enemy respen). I played a lot on 1.5, 1.6 it feels like either the crits are glitching out or something is happening with resistances. Can't say for sure but thats what it felt like.
-Antimagic changes: Not a fan of antimagic zone, I liked aura of silence better, had more range and longer duration, am zone has manaburn stuff but I thought that was mana clash's job anyway, which at least the silence duration would improve. Resolve changes are ok, didn't feel like it was better or worse, just different. Sustain removal from AM adept mana clash is very nice.
- New reaver, corruptor and summoner: super fun, great changes, good job there. Passive diseases and bloodcasting make the defiles a lot less burdersome and a lot more fun to play. Summoner's new turtle is super cool, and pheromones is great as well. Also liked the changes made to the 2handed skill tree from berserker, they were minor but good changes.
That's all I think. I know 1.6 is still on beta phase and lots of things can change, but I cannot express how much I hate it and how unfun it was playing it. Just seemed like there was a bunch of things changed around for no good reason other than being different, like you have a blue room, you just want it to be different, so you paint it brown and now it just looks like crap. Don't get me wrong, good changes were made ( new defilers, not having to drown anymore, new runes) but I still hate it overall.
Thanks for reading.
- Stun nerf, hate it, unnecessary, unfun, stunning stuff was fun, getting locked cd's was fun too, at least for me... not a deal breaker, but I still hate it, wonder how others feel about it since it seemed like an arbitrary dev decision based on personal preference.
- Movement infusion nerf I didn't like either, after around halfling complex, you start getting those 10+turn stuns and the stun nerf is not enough to make up for it, you still get stunlocked anyway, seems like some melee classes could be a pain in the butt to play now, or at least relly heavily on rng for stun res equipment.
- Shops: being locked before lvl 10 makes some race/classes combo annoying to play until you unlock shops, since some race class combos can start with really bad infusions and armor, still has some annoying rng to it, can check the shops and find some 400 regen/shied infusion rune or some good heroism, or could just find a bunch of crap. Finding heroims infusions earlier is fun too.
- Enemies: After around lvl 25 or so, it seems like you start to find a loooot of enemies that have like 70-100+ armor, I'm not sure if it's true but it also seems like enemies have more hp, it feels like some fights are taking waaaaay too long now, which is very unfun, at least to me, and can be specially annoying when you are fighting 4 rares at once. I can't tell how bad was the weapon dmg nerf, maybe that has something to do with it, but I don't know anything about it so I'll just leave it. Also enemy anorithils are busted, the new magic version of 1.5 archers who can act twice before you act and do some crazy dmg/ one shot you. New AI seems fine, enemies gank you and try to flank which is cool. Also got an impression that they have some crazy madness telepathy now or something, but I could be wrong. Also some late game mages had wayyyyyyyyyyyyy too much sustains, like 15+ (backup guardian master, vor pride mage). Some enemies also seemed to have their defense a tad too much.
-T1s and T2 dungeons: seems like they are a lot more doable, in the sense that there seems to be less RNG involved, not finding so much crazy stuff that can one shot you or are unkillable, things start to get nuts on
-New block: I haven't tried any shield classes too far, but it seems like high tier shields won't reduce block cd anymore, which is just the crappiest thing ever. Shield classes are all about that shield... kind of, so when you can only block once or twice in a fight it feels kinda redundant and unfun and missing the point. I know you can block elements now which is great, but 8 turn cd on block is waaay too much, it's fine for a t1 shield but unfun to have a shield and not be able to block often as you power up, since the whole thematic of those classes revolve around the shield anyway.
-Rush nerf: dumb
-OP crits: now I don't know if thats a bug or not, but it seems like late game, every single crit is pretty much one shotting me. First the backup master crit me for over 1,5k in one turn when I had 40% fire res, then a rare+ shadowblade one shotted me for around 1,6k on vor pride for physical damage when I had 50% physical res and around 60 effective armor ( he didnt have res pen as far as I could tell). Then in the rak'shor pride, I got critted for over 1,4k dmg from a white orc necromancer who procceded to do another non crit spell for 700 dmg on the same turn, I had 50% dark res and he had no res pen. Overall it seemed like fire and darkness dmg were doing wayy more dmg then they should too considering my resistances ( not spellshocked, no enemy respen). I played a lot on 1.5, 1.6 it feels like either the crits are glitching out or something is happening with resistances. Can't say for sure but thats what it felt like.
-Antimagic changes: Not a fan of antimagic zone, I liked aura of silence better, had more range and longer duration, am zone has manaburn stuff but I thought that was mana clash's job anyway, which at least the silence duration would improve. Resolve changes are ok, didn't feel like it was better or worse, just different. Sustain removal from AM adept mana clash is very nice.
- New reaver, corruptor and summoner: super fun, great changes, good job there. Passive diseases and bloodcasting make the defiles a lot less burdersome and a lot more fun to play. Summoner's new turtle is super cool, and pheromones is great as well. Also liked the changes made to the 2handed skill tree from berserker, they were minor but good changes.
That's all I think. I know 1.6 is still on beta phase and lots of things can change, but I cannot express how much I hate it and how unfun it was playing it. Just seemed like there was a bunch of things changed around for no good reason other than being different, like you have a blue room, you just want it to be different, so you paint it brown and now it just looks like crap. Don't get me wrong, good changes were made ( new defilers, not having to drown anymore, new runes) but I still hate it overall.
Thanks for reading.