Hey y'all. I'm very happy to catch the back end of this test because I see a lot of cool things have been added, like the new effect, backpack, ammo, and grapple slots. I'm having a baby soon and I'm visiting my family abroad, so my time here is short, but I actually had a lot of fun **because **I was able to join the test late, and I'll explain why.
#Quick Feedback
1 messages · Page 1 of 1 (latest)
When I jumped into the world and wanted to go melee, I only had access to Heavy Strike, it was the most boring shyt ever. But luckily everyone is high level so I was able to ask a random player for Upwards Strike, then another player for light essence to unlock the skill, and I had a ton of fun comboing on slimes because the new melee system is actually pretty awesome. You can do Upward Strike and hit the mob multiple times with normal autos while they're falling down like an action RPG. It's awesome, I recommend timing your jumps and meleeing mobs. But the problem is, I would have just been angry and bored if I hadn't joined the test late. Because I went to Moonlit guild house, and was able to grab multiple skills I liked and created a quick build. Now my gameplay was fun, as I had my own creative freedom.
My first feedback is as follows: No combat skills should be HIDDEN.
When I first played this game, I came with a team of friends, we learned together, and we theorized builds that worked together. A healer, a tank, a dps. It was awesome. We had fun figuring out what we were going to do by looking at the skill tab, then worked hard to get the skills. When I showed my brother the game today, I opened up the skill tab and there was nothing there and it made me miss the excitement of being like "oh wow, I wonder what we can do with this" when I first played.
I dislike the fact that you need items to level up skills starting at level 2. Starting at level 5 or 10 it would make sense because the early levels should be focused on getting a grapple to unlock the next area and just having fun with the skills and combat. Hitting a wall immediately with a lv 1 skill is anti-fun imo, as they barely do more dmg than an auto attack at this stage
Second feedback: Bring back the old grapple. New melee makes me jump and roll and move around a ton, but the new grapple is so finicky and unpredictable, makes using it in combat unbearable, when 3 years ago it felt like a fluid part of the kit and movement of the game
Agree on everything here. I didn't play much this test because I realized I had to mine for resources to upgrade kunai throw past lvl 1, and run dungeons for the skills I actually wanted to use like dash strike and upward strike. For new players, if the skills are hidden, they won't even know what they're working towards. Plus things being locked behind ores and such forces you to do parts of the game you may not want to do (I've mined so much in every test, I am kind of sick of that minigame 😦 but I'll never get sick of the slick platforming combat that SRO has).