Thought I’d give you some feedback since you’re doing balance changes and over the last few days I’ve played quite a lot. I’m basically in love with the game concept and think its a ton of fun, I just have some suggested changes to make it better.
All of my feedback is on version 2.0.13, though the first 20 or so player levels were 2.0.9… I am around player level 100 now, can give you exact stats and game details if you need it later.
I’m playing with random monster mode on so the progression might be a little different for me. I invested heavily in power balance, maxed minor sigil loot and mission loot, and put 5-10 points into the other loot related stuff.
In general, there are way too many items. It’s not overwhelming for me personally but the sheer volume feels unnecessary. I don’t really get excited for anything that drops other than a new legendary material I can combo off of (and I have duplicates). Details below
Consumables: Way too many of them. Pocket dumpling feels like a band-aid to a (still) extreme excess of consumables and no way to really use them. I’d say there needs to be far, far fewer of these or a way to actually use them up. I’m not even running out of a particular type very fast if I spam that one type before sigils. I’ll never run out unless I do only sigils and use only 1 type of consumable, and there are a ton of types!
Sigils: Minor sigils are a common drop, and completing a sigil often drops more sigils. Result? Near infinite sigils. Major sigils aren’t as common, but they are super easy to get when I have hundreds of minor sigils.
I’d suggest making major sigils exclusive loot from minor sigils, and minor sigils drop far less (and not from other sigils). Which brings me to my next point!
Cores: So, many, cores. I don’t extract anything, I just have hundreds of these things from chests, bounties, destructibles etc. They would be useful in making minor sigils, but I have endless minor sigils so who cares!
Also, I have to say I don’t detect any real difference between major and minor sigils. I play mostly between level 7 and 10 with an okish team of normal monsters. Basically brim smith and dark brim smiths in front row with supports in back. If I venture further I die, but if I stay between these levels, minor and major sigils are a breeze, and essentially the same level of difficulty.
Legendary crafting material: I have I think 30 or so of these after burning some of my major sigils. On level 7 I get a crafting material every attempt. The rarity of the loot is not especially legendary nor the difficulty in acquiring it!
Nether orbs: I think I have 5-6 imbued and 10-15 normals, and I still haven’t leveled up enough gems to use one of the orbs (I don’t have a nether yet). I had an imbued orb pretty early on so the in game person who says they are “incredibly rare” seems to be mistaken.
The one caveat here is that about 25% of my 200ish duties I completed with tickets beyond the depth I could normally complete. I did get some good stuff and lots of xp that way, but the majority of my loot is from normal play in 7-10 clearing maps.
The main gripe I guess is just that items are super overabundant to the point where I don’t care when I find something (because I already have a bunch of them) and I’m not particularly deep in the dungeon yet. The vast majority of items I find I don’t even have a way to use up.
Things I’m concerned with at this point in play: Finding legendary materials I don’t have yet to play with, finding pills, finding demon dusts, leveling up gems. Gem leveling is dramatically outpaced by the drop rate on nether obs so I don’t care about those, they are pretty much garbage drops.
As far as gameplay, battles are fun and inching my way further into the levels is really compelling. There’s always something to be improved and limited resources to do so. Resources feel pretty tight in general and I think that system is well designed.
There are some standout abilities that are just incredibly powerful. In particular, things that make you always go first, things that insta kill, things that work off of percentages rather than stats and let’s not forget things that basically prevent your creatures from dying (that one mite guy that comes back with 1 hp is just ridiculous).
The gem system is super tedious and I really dislike it. I also think it takes too long to get the gem levels you need for an orb. I’ve been working on a “mouth of hell” since I got my first orb, and now I have 1 1/2 pages of orbs and am not done leveling the gems yet. I have a very detailed suggestion of a system overhaul if you’re receptive to that sort of feedback. https://forums.thylacinestudios.com/t/724
Nothing else really comes to mind, great game. Keep up the good work!