Feedback part 1 of ?
Breaking it up in parts because I actually died at a point and need to replay some things and I already have a lot of footage. But I still want to see the new content. No commentary though just gameplay. I didn't play all in one sitting so there's plenty of cuts.
- Generally feels harder than before, although it might be because I was trying to play with just two-handers.
- Shift clicking on enemies out of range should still swing your weapon.
- Felt like the first level didn't have many drops at all, even some empty chests. Still think it could benefit to have a higher drop rate here.
- At some points I could see and hit enemies through walls (always next to doors I think?) and sometimes enemies hit me when I couldn't see them.
- Aren't the cauldron spells icons wrong and should be the other way around? Really confusing when the health one is blue and the hand is on the opposite side of the orb.
- Kinda lame that the only AoE option for two-handers is a ranged one. Where's the big hulk smash?
- The charge could use a larger hitbox for enemies, feels pretty bad when you charge and stop right in front of them without them taking any damage. Some effect on hit for it would be really nice too.
- I think both charge and throw could have -1 mana cost.
- Spear weapon arts seem pretty lackluster, don't see myself using the -HP one until maybe very late game.
- The door icons on the minimap are a bit strange actually, I think it always looks like there's two openings.
- Enemies got stuck on scenery a couple of times.
- I always forget which order you're supposed to put the item into the goblin. I think generally I do it in the opposite way that you're supposed to because there are two braziers next to the goblin so I think in my mind that means you're sacrificing two items and then putting the last one in to change it. I saved right before using it and did it the wrong way of course, when loading the save again the goblin disappeared, whoops. Going down a floor and back up fixed it.
- If STR gives a flat damage bonus, isn't it always better for faster weapons than big slow ones? Not sure if it should change somehow.
- Being able to see hit chance on enemies is really useful, not sure if I've used it before.
- I saw traces of an enemy seemingly out of bounds at one point, but maybe there was a hidden room that I hadn't found. I can dig up the timestamp if you want.
- Items that change up weapon arts - love it.
Played normal difficulty, 2h. Had to play very carefully and died in skeleton land as soon as I got a bit careless. Think I mixed up dex and agi in the beginning. I'll return to it a bit later. Will take a bit of time I guess for youtube to process the HD vids, in 2 parts because DaVinci was being a bitch: