0.4+ Improvement Wishlist

Sharing a few early-access thoughts. None of this will surprise anyone, and I’m not weighing in on “more content/classes/endgame” since I trust that’ll come with time. The foundation is fun—I’m excited for what’s next—these are just areas where I think the game could feel even better.

1. Limit the impact of Magic Find:
I love MF in concept, but the gap between ~150% and 0% feels too punishing and narrows build diversity. Many builds struggle to reach the high MF thresholds, so they end up feeling “wrong” purely for loot reasons. Consider toning down scaling or adding diminishing returns earlier so non-MF builds don’t feel disadvantaged.

2. Rebalance +X Skills on Gear & Weapon Power vs. the Skill Tree:
Flat “+X to skills” rolls are incredibly strong. Likewise, a single OP weapon can carry a merely decent skill to endgame viability. I’d love to see more of that power redistributed to the tree and gems so character identity comes from progression choices, not just landing a god-roll item.

3. Improve Visual Clarity:
Mechanics like Shockwave Totem and Volcanic Fissure are thematically awesome, but the visuals can overwhelm crucial ground cues—particularly when one-shots or heavy hits are in play. Layer Delirium on top and it gets rough, not to mention performance hits. Clearer telegraphs, toned-down overlapping effects, and optimization passes would go a long way.

4. Keep Iterating on Evasion—make pure Evasion viable
Maybe this is more of an HC pain point, but pure Evasion struggles against unavoidable ground effects, with little mitigation and low EHP. Deflection was a great step, and I appreciated GGG calling this out, but it still needs help. Evasion + Armour and Evasion + ES feel okay; it’d be great if pure Evasion could stand alongside pure Armour and pure ES as a truly viable path.
ขุดครั้งสุดท้าย เมื่อ 4 พ.ย. 2025 20:34:44
Solid list, I would like to add two more things to your list...

5. Inventory & Stash - Auto-Sort Functionality
Many players, particularly those using controllers, find the constant item shuffling tedious. An auto-sort button for your inventory and stash would make organizing items quicker and more efficient.

6. Expand Stash Tab Affinities
Add more granular affinity options for stash tabs as the current options seem limited, slowing down the loot deposit process. I would like to see specific affinities added for items such as:

• Martial Weapons
• Caster Weapons (staff, wand, sceptre)
• Armour (body armour, helmets, gloves, boots)
• Finery (amulets, rings, jewels, belts)

แก้ไขล่าสุดโดย CharlesJT#7681 เมื่อ 4 พ.ย. 2025 13:23:44
Nice post OP. I don't think anyone with a solid amounts of hours in this game can argue with 1-3. Nr 4 may prove a bit difficult since pure EV was inherently never intended to be played without one of the other main defensive options.

But yes, if only GGG would see how much better this game could be if they moved away from those tiny buffs on passive nodes and place some of the power that now mainly comes from the almost obligatory + skills modifiers, back into the tree.

Toning down MF might help moving players away from glass cannon since it would leave room for other, different modifiers. Not to mention it's a boring modifier for gear.

Nothing to add in relation to visual clarity. Already made posts in regards to it myself and it obviously is a huge problem that only stands to get worse in the future if they refuse to address it
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
แก้ไขล่าสุดโดย keppie#6373 เมื่อ 4 พ.ย. 2025 14:37:39
I hope we get more melee totems to work with.
"
Bowtye#7246 เขียน:
Sharing a few early-access thoughts. None of this will surprise anyone, and I’m not weighing in on “more content/classes/endgame” since I trust that’ll come with time. The foundation is fun—I’m excited for what’s next—these are just areas where I think the game could feel even better.

1. Limit the impact of Magic Find:
I love MF in concept, but the gap between ~150% and 0% feels too punishing and narrows build diversity. Many builds struggle to reach the high MF thresholds, so they end up feeling “wrong” purely for loot reasons. Consider toning down scaling or adding diminishing returns earlier so non-MF builds don’t feel disadvantaged.

2. Rebalance +X Skills on Gear & Weapon Power vs. the Skill Tree:
Flat “+X to skills” rolls are incredibly strong. Likewise, a single OP weapon can carry a merely decent skill to endgame viability. I’d love to see more of that power redistributed to the tree and gems so character identity comes from progression choices, not just landing a god-roll item.

3. Improve Visual Clarity:
Mechanics like Shockwave Totem and Volcanic Fissure are thematically awesome, but the visuals can overwhelm crucial ground cues—particularly when one-shots or heavy hits are in play. Layer Delirium on top and it gets rough, not to mention performance hits. Clearer telegraphs, toned-down overlapping effects, and optimization passes would go a long way.

4. Keep Iterating on Evasion—make pure Evasion viable
Maybe this is more of an HC pain point, but pure Evasion struggles against unavoidable ground effects, with little mitigation and low EHP. Deflection was a great step, and I appreciated GGG calling this out, but it still needs help. Evasion + Armour and Evasion + ES feel okay; it’d be great if pure Evasion could stand alongside pure Armour and pure ES as a truly viable path.


Solid list, only thing is ground effects impacts everyone. The Degen Aura from abyssal mobs chew through everything including armour builds. Only heavy ES builds might live SLIGHTLY longer.
"
keppie#6373 เขียน:
Nr 4 may prove a bit difficult since pure EV was inherently never intended to be played without one of the other main defensive options.


You’re probably right given how the mechanic works. It’s tricky to balance: the tree needs enough Armour/ES to make hybrid Evasion viable, but that can also push pure Armour or pure ES builds over the top — which seems to be what we’re seeing now, especially with ES. For what it’s worth, Evasion/ES with Grim Feast in 0.1 felt fine to me, but Grim Feast on a pure ES build was extremely overtuned. It’s a tough problem, and I don’t have a clean solution (if one even exists).

"
Beefninjitsu#4018 เขียน:
Solid list, only thing is ground effects impacts everyone. The Degen Aura from abyssal mobs chew through everything including armour builds. Only heavy ES builds might live SLIGHTLY longer.


Oh boy, my HC Monk learned this the hard way. I haven’t dug into the numbers—do you think the degen was overtuned and Armour should mitigate it more, or was that the intended design? You’re absolutely right that ground effects hit everyone and are tough to counter. Armour does get the side benefit of Strength (2 HP per STR), and—maybe a stretch here—STR shields can roll % additional physical damage reduction, which I believe helps against physical ground effects.

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