Overall, I liked this game quite a lot. Keep in mind I only played single player, since I have no friends. There are some odd design decisions I've noticed. It feels like there's a disconnect on what they set out for and what they ended up with, and haven't been able to reconnect them into a cohesive whole. The good: - Games super fun. It's an interesting idea of a moba roguelike that they came up with, and they do it justice with the graphics and gameplay feel. Abilities and mechanics are explained well, and I was (mostly) never confused about what something does. - The heroes are interesting and give great variety. They each have a distinct identity, and the devs put a lot of effort into having that shine through. I love blarghing all over people as Aurena. I love omnislashing as Shell. I love Yubars cooldown resets. They all feel distinct and individual. - The game balance is overall good (until you figure out what's broken, anyway. But that's how these games go) - The tech options are nice. Certain abilities and dashes resetting the attack timer is something I really appreciate. Give's a nice skill ceiling to go for, but isn't the end of the world if you don't do it. - There are a lot of Star options for individuality in builds, and they feel impactful enough. I like the skill changes you can run quite a bit. They add a lot of variety, but I do tend to find my favourites and stay there. The bad: - They could take more cues from mobas. Such as: -- Sound effects if you try to cast a skill on cooldown. -- Allowing us to move the screen around, so it's not locked to the character. -- Attack move working like in moba/RTS games - I'm told that 100 Memory Haste provides a 100% reduction in CDR (so half the CDR) and that 100 Armour provides 50% Damage Reduction, but I have no other frame of reference. How much does 50 Armour provide? 150 Armour? Can't you just provide a tooltip showing damage reduction and total CDR on the character info bar? This doesn't need to be hidden from the player. - The Deja Vu system makes it very easy to win. I don't like it. There are a lot of broken options to get free wins. Essence of Paranoia + Essence of Metal is broken, and I've danced my way to a nightmare pure dream using them with every character. You can run any character with Essence of Predation and 'All Enemies are Hunters' Lucid Dream to just scale attack and ap much faster than you could otherwise. And so on. I think being able to exclude certain options from the pool would be a much more interesting approach. - Some inconsistent mechanics/language. For example, Mists parry fully blocks damage from Suppressed Arcanum Essence, but will not block damage from Essence of Overload. - Loading screens are annoying. A significant percentage of my time is spent loading. Reading the same 4 or 5 loading screen messages for each character is also legitimately annoying. I have to force myself to not read them, but there's nothing else on the screen to do. Perhaps some character art would be worthwhile there? - A lot of mechanics allow for attack effects, even percentages of attack effects. There are not nearly enough attack effects to support this. This is one of the disconnects between start and finish of work on the game that I've noticed. Only 1 or 2 passives support attack effects from spells. Even if you get attack effects to cast with spells that proc attack effects, it doesn't feel at all impactful. -- Attack effects DO NOT INCLUDE: --- passives with counters (either to add to the counter, or proc the final effect) (such as Vesper's Resolve), --- Essences with basic attack counters (like Essence of Crimson or Essence of Shock), --- Things that augment your next basic attack (like Shell's One Step One Kill or Yubar's Exotic Matter), --- Or effects that reduce cooldown on basic attack (like Lightning Dance - where the cooldown is reduced by x% per basic attack) -- Attack effects DO INCLUDE: --- passives without counters (Aurena's Dismantling Claw), --- Certain skills (Blood Harvest, Umbral Edge when active, Hemorrhage when active), --- Essences that augment your next attack(Essence of the Void, Essence of Obsidian), --- Essences that augment all attacks (Essence of Dusk, Essence of Momentum) The Weird: (i.e. results of weird design choices) - I don't like that 3/5 skill slots are spoken for before the game even starts. I admit that it's a preference thing, but it just seems like a lot when the game is about mixing and matching skills together to make a cool build. It feels bad to run talents to improve these skills if I'm just gonna ditch them for later. - Shops don't have enough stuff to be worth visiting, and it doesn't feel worthwhile running talents that increase shop options, as there are plenty of other more worthwhile options giving more concrete benefits. It's also really odd to me to have multiple copies of skills and essences showing up in the same shop. They just take up slots when they could be stacked. These issues combined mean shops don't seem worth going to. - Passives are weird. It feels weird that you need to upgrade them along with your skills. I would like them to level when your hero does. It's also weird that there aren't any passive skills that drop. I think it would be super interesting to find a new passive that requires you to build around it for more power eventually. And if passives are the same level as the hero, it won't be a massive waste of dust. - The game does not seem well balanced for Dream Dust. Spreading dust evenly on abilities seems to be what the designers intended. The optimal way to play is to just dump dust on a single spell (regardless of rarity), get some cooldown reduction on it, and just kill everything with it. - There are a lot of cooldown reduction options that stack with Memory Haste and skill level to essentially mean skills are always ready. There's no point having multiple worthwhile skills if there's no downtime on your level 20 best skill. And if you give that skill Essence of Paranoia, you don't have to play the game anymore. - The majority of unique skills are not worth using. They are long channel skills where you need to stop and cast them. The game is too fast paced for any of these skills. I could use any of my other skills multiple times in the time it takes to use any of these. I only find Shout of Oblivion to be worth using, since it's a quick AD Nuke. - Ultimate skills don't seem to be worthwhile as well. I always save them for the next fight, which never comes. I just drop them on boss battles, but it never feels important that I do. In a moba they're important, but here I feel like using them on cooldown is probably the best way to use them. It's just a skill with a long cooldown. Overall, it's quite a unique game and I would love to see more like it. The flaws stand out since Mobas have been around for so long that they have a ton of features and design choices that are sorely missed in a moba copy, but I love what they went for, and I think the finish product is well worth playing.
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