Posts by Lezionyx

    A bit of a bittersweet-ish ending I expect.

    I mean, this is war. People will die, sometimes very uncerenomiously (Yop as an instance of how quickly people can die).

    I am playing on assumpiton that there might be some multi-verse stuff going on (Amanda notfiying of another Player Char that you don't play as).


    But even if we stop the Void... what now?

    For 10 years, all people did was fight in many ways to keep alive. The futures were robbed.

    Suddenly, they will be saved... but at what cost?

    The future is there, but it's neither bright nor pitch black.


    And... how many will have to die just to take down the Void?

    Maybe even ourselfs..... However unlikely that is.


    Also, if we close the void, the Banshai are still an issue. They won't suddenly die, that is a problem too, that could continue for good few years,

    And... what about SoulForce? What will lack of Void will do to the Energy? Will it be gone? Or something else?


    As we can see, even if we stop the Void... We lost many people and will lose many along the way.


    We'll stop it.... but will it be worth it?:|

    Ok, another uptade, back to analisys we go. Same as last time, let's go.


    TBH, this is 1st time I hear terms min-max CRIT DMG. Doesn't that steem from min-max ATT DMG? Just saying.

    And the conversion..... that's from 1,5-2K added CRIT DMG. Just putting it out there, not a huge objection, but if you think it's too much....



    Lily Wonderland [Passive] NEW

    Increased chance to trigger your Soulstones by 10%

    Ignore 10% of Enemy Elemental Resistances

    FINALLY. NOT. EXTREAMLY. OP. Thank you!



    Reaper's Call [Active]


    Only available in the air. Summons the Grim Reaper, launching the enemies in the air. It will attack the enemies in the air.

    Hitbox radius has been increased by 20%
    Range has been increased by 1 meter

    Isn't that skill good already? I mean... OK, but, like, what's the point? It already does good at good range. It's not that significant anyhow.




    Hmm.... While I agree with the position... maybe 15-25% Quicker SF regen, not 50%? I mean, a Stella with the SF regen skill can put it back up efficiently, so I see no reason to have 50%.




    *sigh* Here we go again. This skill doesn't require THAT BIG speed boost. Really. It only needs slight one. I said it once, I will say it again. Lilly is 3/5 in control. Anyone who thinks controlling her should be a very easy job should be mistaken. Deathly Triad is a type of skill that perfectly repesents 3/5 here. It's not easy to use, using it requires knowledge of your Lilly. It's a high risk-high reward type of skill, that already deals massive dmg. I don't see why buff speed so much. I never died mid-cast and if you had, maybe it was error from being way to close.

    I mean, if someone is contact-close to you, the skill practiaclly misses them. Dealing only 1 tick of DMG. So, to me, it is obvious this is a distance based skill.



    HOWEVER, even in the face of me being critical about the work sometimes, do not get me wrong, I appreciate the work put into it. Just I want to make sure that nothing will go OP/UP again.

    Thanks for listening again. :)

    This is a bonus damage by 574,2, I don't see a problem with that. Don't forget that the other classes get some buffs too :)

    That's the equivilant of ~lvl 5 soulstone.... If all chars are starting to get similar things... the Aura for resistance might be more sought after then CRIT DMG. Try to make sure neither loses significance.



    You missunderstood, I dont want to remove it, the ability stay unchanged like the original.

    ele.JPG

    Explain why the entire skill is crossed out then? To me it seems like you are just taking all of it out.

    New updates mean analysys change! I'll use same color code and only check changed elements only. Leggo!


    Death Twister [Active]


    Quickly dash forward, using the speed perform a spinning slash.

    Hmm... does it mean we're dealing away with all of such ablities (looking over to Haru)? I... really do not know how to think on that change. It really depends on factors of other's changing as well. As it stands, I am agree-to-disagree, it just needed a range and damage buff, not an outright removal.



    So, instead of a buff-like effect, it goes into an interrupt and 15% DMG reduction. Still claim the costs need to be bigger though. (Look Blow Up).



    Intensifying Madness [Passive] (Update)


    Increase Critical Damage.

    Every Soulforce you spend has a 15% chance to be refunded.

    A different passive revamp already, unnecessary to use this effect (Check Rampaging Madness)

    Cannot agree to this! Every char has boost to a certain stat. If we limit Lilly's CRIT DMG capablilty, we practicaly take away the only advantige she has, and ALL OTHER CLASSES have the same effect! So why OH WHY take away? I am seriously NOT getting it. And it's not funny.



    It creates an... interesting mechanic of 50% or not 50%? Albieit IMO, the early edit with the Movement speed +10% in the no 50% and Attack power in 50% was better.

    Lily Wonderland [Passive] NEW


    Transform your Soulstones into a nexus dealing 33% additional elemental damage.

    When your soulstones deal elemental damage, you gain 10% armor break for 3 sec (8 seconds cooldown).

    Unfortunatly, this is what I feared. This makes Lilly OP.. Like, seriously , resistance can go fuck themselfs at this point, you can't do ANYTHING against +33% DMG plus! It's crazy! This ablitiy needs to be removed, for balance issues!


    Supernatural [Passive] NEW


    When Lily deals direct damage (No elemental damage), 1.5% of that amount is copied as healing to up to 3 injured allies.

    1,5% I can agree on. It's good!



    Scythe Strike [Active] (Update)


    SF cost: 20

    Cooldown: 8 sec.


    Swiftly raise the scythe. Enemies will be launched in the air with a double hit.

    Casting the ability increase the damage dealt of your next aerial attack by 20% for 3 seconds

    Keep that + ablitity to go into the air with charging, and this suddenly becomes an amazing skill of high risk-high reward mechanic.



    The change in lagrening cooldown... I mean, it's OK, but my opinion still stands, 5 sec boons with 15 sec cooldown is the best option.



    Absorb [Extension]


    Steal HP from the afflicted enemies, and heals HP of oneself.


    HP gain has been activated for PvP with 35%

    OK, all good on here! Now, what would make it so the dynamic of choice will work with Silence.... hmmm....



    (Description soon)

    I hope it's soon and not soon TM. :P


    I'll come in and speak all to you soon on the next update!

    Oookay, as a Lilly main, who accually can survive GC normal with OK job, I got A LOT to say on it. So, let's roll, what do you got?

    This means full agreement

    This means objection, high disagreement

    This means mild disagreement

    This is mild agreement

    This is indiffirence/neutarlity(Both good and bad)

    This is for confusing mechanics.

    General

    Her basic health has been increased by (1-60) by 2.66%
    Stats scale with 100% instead of 86,77%
    SF gain by basic attacks has been increased by 0.2
    Single-target attacks against you have a 15% chance to reduce the cooldown of SoulStrike by 0.5 seconds

    -2,66% from ~20K base you get means 24K base. Seemingly insignificant, but....

    -Stats scale... I don't get why they are 86%, so change is good.

    -Another good change considering Lilly is a vaccum cleaner of SF.

    -OOkkaaay. From what I understand, you're working on end-game set. So... Why on earth that is a thing? You work as a Lilly to AVOID damage, cause you're squishy, not taking DMG on purpose. Albeit I can see use of it early on.



    Ignore Pain [Active]

    Cost: 25 SF

    Duration: 8 seconds

    Cooldown: 45 seconds


    Lily is immune against all crowd control effects for 8 sec, decreasing incoming damage by 20%

    An... interesting skill. Maybe a bit too OP for GC (Crowd Control effects rule here), but considering you're squishy anyway... I would place it at 40SF though,, this ability is too low on SF. But would love to test in on-site.

    Lily Wonderland [Passive]


    Transform your Soulstones into a nexus (multi element), dealing (with 100% Soulstone and 33% nexus) elemental damage.

    When your soulstones deal elemental damage, you gain 10% Attack Speed for 2 sec. Gaining a stack does not refresh the duration.

    I don't get it. I don't see the idea of that skill? What's the point? If this is litteraly +33% boost to SoulStones power then we have a problem of IMbalance here.

    The Attack boost for 2 sec over Ele dmg... I have agree to disagree on that one. Raise the boost duration, but add a cooldown to it. Otherwise, it's gonna be a little hard to control Lilly due to fluctuating speed of attacks.



    Supernatural


    When Lily deals direct damage (No elemental damage), 3% of that amount is copied as healing to up to 3 injured allies. (as passive extension)

    Mostly OK, but with Lilly's insane CRIT DMG at some points, 3% is already generous. Maybe let's make it more static based (Like HP regen on kill?)



    Oh, boy, here we go.... So:

    -Ok, pretty strange, but likeable additon, but I need to play-test it to really see it live.

    -Ouch. Nuh uh, the Carnage buff does not work for many reasons. First off, it defeats the free-flowing psychology of battles. 2ndly, why on earyh would I place Carnage after a Scythe Strike. Lastly, it makes her predictable. If you see the double scythe, you know what in big probablity comes nest and can prep a counter, but still continuing with orginal plan in case of Whopise that it doesn't occur. I just cannot see it work.

    - The range and radius I have no objecitons with.



    Charge-Attack [Extension]


    If charged, it launches the enemy higher.
    Afflicts the target with a shadow curse and deal damage for 3 seconds, (based on 0.15% of max. health by your opponnent)by pass armor

    Slow effect for 3 seconds.

    - If you do that, please keep the ability with it to go to air with it. It makes using Reaper's Call a very much easier job, and sides, all clases have easy-to-go-air attack/skill, why shouldn't Lilly?


    Diabolo Spin [Active]


    Cooldown: 10 Seconds

    SF cost: 30


    Quickly rotate the scythe, pushes out the enemy at the end of the blow.


    Knockback range has been decreased by 35%
    Cooldown has been reduced by 2.5 seconds

    Ok, the skill which is already bad, becomes even worse. The entire idea of this skill is fast attack that locks enemies then throws it back, why cut it even worse? I don't get it.


    Sickle & Chain

    Release a death god and attack the enemy while rotating the sickle with high speed.


    Damage 498% (+60%)
    SA 394% (+28%)
    Range has been increased by 10%

    No objetions here, quality of life changes.


    Again, no objections here, I use the skill quite often and it is annoying that it's inferior Bladewall.


    While the possilbity of shift-cancel I greet with open arms i have a feeling that I am like, the only one who understood the design. I didn't die mid-cast once. It's supposed to be high risk-high reward skill NOT for when enemies are in the AoE cone but when enemies ARE COMING to the AoE Cone. That's the agree on disagree on speed. While I see everyone's point, that the skill should be faster... I never really DIED from the cast. Got hurt, yes, but it's a risk with any skill. There is a reason for 3/5 in control, there will be tough elements like these that you gotta consider.


    Changes are good, and I don't think there is a need for re-vamp for this skill, this will do just fine to keep it balanced yet powerful.


    Shadow Impulse [Extension] NEW

    Releasing enraged shadow spirits to attack all targets in the area for 6 sec. You generate 2 SF each time a shadow attacks.

    Damage 78%
    SA break 32%

    Cool idea. One issue though. The Soulplus it'll be fighting against.


    Terrifying Madness [Extension] NEW

    Release a empowered Guillotine with chains. The chains coil around all enemies within 15 yards, pulling them back into the area whenever they try to flee.

    Increase the primary damage of Guillotine by 112%
    Reduce SF cost down to 65 (75)

    *sigh* The idea behind Soulpluses is that both options should be viable. And so long if the coil stayed in PVE, it would workout. But as things stand now, I don't see A SINGLE REASON why I would want to pick the Shadow Impluse over Terrifiying Madness. I just don't. In PvE and in PVP, this skill is suprerior in EVERY way. PvE,it will always be superior skill, but if you want to have any PVP balance left to gather... you might wanna limit that Coil.

    If that happens though,I am all for it! It would create an interesting player choice: Go PVE or PVP? The question that might have big consequences.



    Terror Chain [Active]

    Cooldown: 16

    SF cost: 30


    Summons the Grim Reaper in front, the Grim Reaper connects the enemies with a chain, they are drawn towards the center of the attack range.


    Range has been increased by 3 meter

    Soulplus is incorporated into the skill. OK, what's the catch?



    Crowd control [Extension]


    Increase the attack range.

    100% chance to stun your targets (idea by Rivertha(HOQ) to make her viable for PvP)
    Range has been decreased by 1.5 meter

    Hmm... this is another skill that requires test-run. The big thing is:Can I, even with difficulty, reach a Stella using a skill to pull the stun off? IF YES, this is a huge counter. If no... well, that's why it's only mlid: The range needs to be good to make a stun vialable option and this will need a test run or 2.

    Postion Lock [Extension] NEW


    Silence effect for 4 seconds. Silence does not work against district bosses, just a simple interrupt. (PvE exclusive)

    Range has been increased by 1.5 meter (0.5 per lv.)

    Again, the PVP/PVE dynamic that is running around. Albeit... Silence isn't that powerful VS basics, but the range and potential oppurtinites to chain might sway someone not interested in PVP.



    Overall: More time. More time on skills and more cool down time. Raise the time of skills to 5 sec wth 15 sec cooloff and it should be OK.

    Die-Phoon [Active]


    Cooldown: 30

    SF cost: 50


    It creates a powerful tornado to attack the enemies in front.

    Damage has been decreased by 14% per lv.
    Range has been increased slightly

    As much as it is annoying to see it, there is no choice here. We gottta cut the cord.



    Discharge [Extension]

    Summons a tornado that moves towards the enemy

    Damage has been decreased by 10%
    Tornado is moving slightly faster
    SA Break has been increased by 7%

    No objecitons here!

    Spread [Extension]

    The created whirlwind weaves forwards.

    Transform into a Hurricane for 5 sec, reducing incoming physical damage by 15% and drag nearby enemies into the whirlwind


    SA break has been increased by 44% per lv.

    Damage has been decreased by 26% per lv.

    I love the idea, I really do, but, I don't see how it will create choice dynamic with opposing soulplus? From experience, the following tornado is just .... bettter objectivaly.



    Angel of Death [Active]

    After doing a rotation slash, cut the front enemies alongside the summoned Grim Reaper.


    No Changes

    That's weird. Nothing?


    Absorb [Extension]


    Steal HP from the afflicted enemies, and heals HP of oneself.


    HP Gain has been reduced by 10%
    HP gain has been activated for PvP with 35%

    While this makes a skill PVP Vialble, for which I am happy, does it really neccesary to reduce the gain? This is THE reason i can stay alive w/o consumalbes, lowering it makes any no consumable battle a pain.



    Silence [Extension]

    Unleashes a fast whirlwind of shadows, striking all enemies within 3 meters for elemental damage and silence the target for 2 seconds.


    Cannot be blocked or dodged, and has a 30% increased chance to critically strike.


    Damage: 128%
    SA Break: 94%

    An undodgeable ablilities is how we got nerf Lilly. Conisering AoD's short cooldown time, I could just dodge and use it over and over again until It dies. There has to be something hampering. Otherwise, history will repeat.



    Battle Howl

    The reaper's cry increases the chance of critical hits for you and your team.


    SF consumption has been reduced to 65 (down from 85)

    Cool! Allows me not to lose the passive!


    Battle Aura [Extenstion]

    Duration: Perm. Aura

    Range: 40 meters


    Increasing the critical damage of you and your team by 300/550/800

    Amazing!


    Whispering Wind [Extension] (Beta Test)


    Duration: Perm. Aura

    Range: 40 meters


    Increasing the elemental resistance (Sin,Hate) for you and your team by 3/6/9%

    This aura is ready for every class, all of them gonna get different resistances.

    I'd not pick this ablilty, but I can see why would someone want to pick it.



    Carnage

    Cooldown: 20

    SF cost: 45


    Deform the sickle to the scimitar form to attack. LMB to quickly perform repeated attacks on the spot for a period of time.

    Buff effect: 50% Armor Break
    Armor Break has been reduced by 20% (down from 70)
    Damage has been decreased by 15%

    This makes it in this form baaad. Albeit considering the soulplus, maybe that's the idea.


    Through [Extension]

    You ignore a portion of the enemy's defence.

    Empower your summoned reaper. The reaper is casting Carnage instead of Lily, you're able to move. Lily gain 30% armor break while your reaper is active. You gain 20% additional armor break if you attack together.


    Hitbox has been increased by 15%

    Coming through! That's a good addition!


    That is all I wanted to say.

    My patience with the problems has ran dry... Reported it to the Support. Knowing myself, it probably will not do any good, but at least it might do something, anything to get the ball rolling....

    :haru1:

    It seems that I have been given some large amount of critique. So sorry about that it wasn't good enough!

    :haru1:

    Now, as it is too much and too late to edit the review, let me answer to certain points.

    You speak of balancing issue but never say what the problem is, or even more important, how it negativity effect the experience

    If someone needs me to state this, very well. A difficulty spike can very easly make a person just give up on their effort and leave the game. And there is one early game- Best Showtime EP1 has an atrocious boss for that level. You are still a bit starting out and you can be very easly swayed by boss's devestating attacks and being able to put you to sleep really doesn't help. You can learn it, sure, but not everyone has patience.


    You say the quests progression from 1-55 need improve, however no words about how to improve it expect form "make it two times faster". For the last five levels, yes I agree, for the rest it's actually okay. This way you get some gear.

    What needs to impove is lack of repetivness. Some multi-staged sides that are quite interesting do happen, but those are far, few and in between. Most of them can be bolied down to the 3 I stated in review. The repeats also need to be at least with more types- I like the Ruin Fortress's idea of repeating the entire district, if they could give more rewards, and not ALWAYS be EP4 on Hard/Manic. And not always you will make gear, if Manics are too hard, no way you will gain a very good gear anytime soon.

    You say the economy is nuts and then mention fashion as example. Why? Are those necessary to play the part of the game you reviewed? If yes, why?

    I didn't mentioned it as an example. I compared it to weapons.

    Yes it is very imporant. No one wants to look all the same and not everyone can spend cash on it. This is the problem The Division ran into and seems this game as well. It makes everyone that doesn't either have money or had a stroke of luck, look pretty much the same deal. It makes the world dreadfully boring.

    Now, about how that relates to economy in question.

    Fashion just makes you look better 99% of the time. The only thing that really makes such an item powerful or not are installed brooches (which aren't tradeable to begin with, I digess). If you compare the fashion prices, you can clearly see that they are not similar, despite that at the end of the day, they all have the same power-0. Weapons and Armour have an actual in-game effect, which by default makes them stronger then any piece of fashion will ever be. It should be the other way around.

    What you end up with is hyperinflation. See, money in this game is nearly always in circulation. There are really no money sinks in this game which could delete the money and keep everything at reasonable price.

    The reason? NPC that should be money sinks are really either money generators or bad money sinkers:

    - Both Xivus and Yumi are money generators, as you can sell of the useless equipment. In return, they both have shit equipment and nothing to offer.

    -As Jenna cannot offer Unique weapons w/o Blueprint, her role as a money sinker is used to a minimum.

    - Shiho will not be used too often if one can craft good Akasha cards.

    The only good one is Trisha but only cause upgrading costs a lot. But her alone will not solve the problem. If NPC starts to offer better items in general, even if they have to be lvl 55, I am pretty sure we can avoid this problem.

    (I am not counting Deleska and Grutin-o-mat, as they both use special currencies and therefore do not participate in the main economy.)



    Then you speak about the "technial side". You generalize so much that I don't even have a clue what you are talking about. Again what's the problem?

    There is no problem. That's what I was saying.

    would like to say that it isn't even 25% completed

    I have no words. When you consider the game ready for full release, the story should be done. Not be even not 25% complete. I could understand if it was 75% complete and the rest will be told through raids but 25% or less? Where they are planning to put all of this content and when? A key to win over a player base is to give them a complete package, day one and then add up. Otherwise, by the time you finish, there might not be anyone to witness it. And before anyone says Cloudrealm West, it's no excuse, the story can be told in one area and the add-ups in the rest. Also makes it realistic TBH, as it's a logistic operation to move such a powerful person from one area of the region to another.

    The story doesn't revolve around Henryk but the soulworker life as an SFL employee.

    By saying this is war, that's exactly what I meant. Not everything will get the conclusion it deserves and that's ok. They are basicly a humanoid WMD, they need to be ready to be sent anywhere within AoO. Esspecialy with NED VS SFL war at hand.

    From what it seems, he'll find a way to make the immortal souldreg under his rule, so this way he'll "Show" the SFL and NED the mistake they had made for turning their back on him. It is not clear what his current motives are for going so far. He claims to done all this work for the "sake of humanity,"


    If I understood correctly, here's my take on this- Apparently Henryk was a project leader on Blood Soulworkers. What he wanted to create was an army of them. SoulWorkers are really needed, so why not artifitaly create an army of them.

    Thanks to his Amarlilss experiment during Candus he did realize that souldregs can be controlled as well... There is just one thing he needs. CODE:QUEEN, whatever the hell that is.



    :lilly2:I hope it explains what I meant for the most part. :)

    So, now that I completed the Ruin Fortress, I now can give a full offical review.

    So, let us start with the story (Played as Lilly only). It's acually OK, but I feel like the most of the story ends at Grace. You awake after 15 years spent in Great Void, while not aging one bit, so guys who are 30 now were accually your age. You're now also given a power to take much more Soulforce then any other human being and exploit it with your weapon at hand- A SoulWorker. From this point onward, you alone have enough power to change course of a war alone. It is now your goal to take down your enemies and change the course of the war. You become a part of Starry Forest League- an army, which hires both humans and Soulforcers(A weaker version of a Soulworker, uses powers rather then combine them with weapons.) alike. Other then diffirent types of monsters there are also Banshai, a humanoid like race that uses an opposite version of Soulforce, NED company, an extremly large company that survived through the war and now has a large control over an economy and Blood Soulworkers, an artifital attempt at creating an army of Soulworkers. The story is mostly about coming to terms with the new reality, about trust, whenever having fun in battle is worth it, loss and grief, the reality of war, betrayal and stabs in the back. There are always some come back elements from previous chapter that allow you to see just how well or badly does the characters cope with actions that happened. However, I think some of the story could have been better. Henryk arc could have better conclusion then him running into hiding, Blood Soulworkers arc should have been a bit more connected to the main story and the game's ending could be a bit better, cause there are loose threads hanging, (For instance, a second message that is directed to another SoulWorker you can play as.). Then again, THIS IS WAR. Not anything is going to be spectacular. Sometimes, people just die without goodbyes, stories don't get completed and a harsh reality must set in- not everything will end pretty.


    In terms of gameplay, we deal with a hack'n'slash. You can attack with some simple base combos or use skills that are your main source of damage. You can put skills into a chain of 3 to deal even more damage. The dungeons are simple, there aren't many phliosofical elements into it. And here's the game's first major flaw- there is nothing special. The structure until Ruin Fortress doesn't really change, fight off all enemies, boss, the end. There is not much to do and there aren't any other elements that make it special until 3/4 through the game. By that time, people might leave. Bosses are mostly OK, however it requires some of balancing to do. Blood Sukkurak or Ravan are WAY too powerful for the levels you face them on, while Bunker Bot or First fights VS Blood Soulworkers are very easy, just time consuming. Really, some just need a bit more balancing to give a decent difficulty curve cause rn, it's non-extistent. The quest structure also stays the same. For 99% of the game it will look like this:

    - You get a Main, with 0-2 side quests for EP1.

    -EP2 and EP3 unlocks on the same level. The sides are all across the episodes with Main in EP3, but to get there, you need EP2 anyway, so you do sides.

    -Do the EP3 main, you get even more sides all across the entire dungeon. Mind you all of them are either kill X monster, finish the dungeon AGAIN or collect an quest item.

    -As the game doesn't give you enough to level up(more on that later.), you have to farm Manics.

    - After you finish EP4, the game gives you Main to the next dungeon and some Hard/Manic sides.

    And this is for the entire game. So quest design needs a LOT of improvement. In terms of Leveling, MY GOD does the game needs improvement on that departament. You can do all the sides and repeats and STILL not get the level up. It's too slow, esspecialy with repeating it over and over! It needs to be at least 2x as fast. While for the most part I hadn't experienced it thanks to helping my gulidmates, I had an experience at the end of the game just how big of a drag can be. An energy system does not help matters- you have 200 energy to spent.(Unless you're willing to go microtransactions) This might seem like much but it really isn't, esspecialy late game where spending 16-18 energy per run. Luckly there are some Vitamins that regen your energy w/o paying real cash, but IMO, 3 vitamins per day limit is simply outrageous, esspeclaiy since the type of vitamin does not matter. You can spend money on 20 energy regen but it will be worth the same as if you used 100 energy regen. What the eff? Luckly, there are mats to deploy to sit on and regen 1 per minute. I would like 2 per minute, but it's good and 4 people + user of mat can sit at the same time regening to that's good.

    Crafting and uprgading are really nothing too special, you need blueprint to craft, to uprgade you need Aethar and the weapon can destroy mid upgrade. There is also a way to re-roll certain buffs and base stat, but they cost A LOT. A LOT. Which brings us to the game's economy. Simply insane. For fashion, you need to be ready to pay 10 Million of base currency, Dzenai. AT BEST. This is simply nuts, it doesn't give you much other then brooches, an equivalent of armour and weapon sockets, and those can be really worn on any type of 3 socket fashion. Some of the weapons and armour, which can be really decent, costs 20-50 thousand DZ, which is really not that much. Which means buying it of low, upgrading and selling it high and you can efficently break the game. And the economy.


    The technial side of things are good, but as everything in this game, could be better. I play on 32-bit, it works and it does so on medium settings. The optimalization is good. However... for an 2017 game it isn't really looking well. Then again, a lot of people can play this thanks to that, so who am I to judge? It's stable be that's good. The characters look well and OK, it's more of the surroundings that I have problems with.


    Overall, this game had and still has potential. However, something needs to be done early game. There also balance issues need to be solved, and maybe try harder. But if they solve the problems this game has... It can be a great game, for now it's only good, rough diamond.