After a lenghty convo yesterday on Discord, i wanna give my feedback about the game, after playing it for a month and a half now.
I just want to say that it might sound negative, but i’ve spent the last month and half playing more hellgate per days than i ever have. So needless to say i’m not complaining as much as it sounds
I enjoyed 99% of it, and Im really looking for more.
I played early alpha and then stopped until beta, so some changes i ll discuss might not be part of 1.5/beta release itself as i ve missed some patch notes before that point.
I only want to approach balance/game design aspects, not bugs. This game doesn’t contain a single thing with no bugs. We have all accepted it to some degree, and learned to play around.
-Abyss area is a complete mess.
Invisible walls, thight corridors, spaghetti layout.
We all know how it feels to fight Talox when he spawns in a small ramp. Camera can’t follw, we can’t see shit to what s happening, and thus can’t play around the fight mechanics.
Same goes for Fulcrum when he spawns totem on a different floor, or when squadro just runs away somewhere.Some skills don’t even work in there, like Tempest.
I’d love a complete redesign of the Abyss area. A more open layout would make a HUGE difference, letting us approach fights in a less cheezy and overall more gameplay orientated manner.
-Hunter guns are really lacklusters.
1.5 did nerf a lot of end game guns. Right now as a hunter the ONLY nice one is the Odin’s Legacy.
I heard snipers were really good pre nerf, and right now they are a dead breed.
Most end game hunters are using guns which drop at lvl 21-24, namely Gau’s and Bunkport. While i really like low level uniques being relevant end game, it becomes an issue when there’s nothing equivalent later on.
I’m not only talking about raw dmg numbers, but also weapon behaviour:
Ravager, Odin, Mastodon, Mags, Lee’s etc are all pretty straight forward projectile weapons. But the game has so much more funky guns that i feel it’s restrictive to only have projectile as options.
For exemple, i tried the Rumdrunk Uproar(which is again a low lvl gun), and it’s FUN. It shoots a cluster of nades like Skullsplitter, which rewards positionning, distance, but the damage is too low
compared to his Bunkport brother, and as skullsplitter, too random.
My suggestion would be to add more field/laser/sniper/rusty pickaxes launcher viable end game.
But more importantly, i think a rebuff of end game guns are much needed. Grinding 21-23 instead of Desi/Talos/DoD to gear a hunter doesn’t feel right.
-Hunters are slow.
Not having any movement speed on end game gear is honestly preventing me from enjoying hunters more. I enjoy positionning a lot when it comes to ranged glass canons classes in such games,
but right now, every mobs can outrun a hunter, creating a “kill them before they reach you” situation.
Templars have ton of runspeed on seraph gear, whick makes sense as they need to reach melee range, and cabalists have 30% MS + sprint AND blink on boots.
I’d like to try techa boots with a unique stat like SPRINT 7 but no MS, acting as some sort of dash for them. I know Deathstompers already have a lot of BiS stats, but so as gliders and night striders so why not
-Shield is useless.
Too many mobs can wipe any amount of shield we have in a single hit. I can’t remember if it happens because we get crit or something else but it feels really bad. Especially because there’s nothing we can do about it.
As long as a lvl 20 mob 30 meters away can remove all of your shield with a random hit you can’t dodge or play around, this layer of defense will be irrelevant.
Add on top of that entire bosses and areas that EMP you all the time and it makes some skill useless like the ones on Evo, or all shield related expertise.And since 1.5 we also have shield pen fields from elites, which i already expressed my disagreement to these.
Not sure what to suggest about that part honestly, other than lowering the general hate the game has toward that layer of defense, making that option never considered.
Let’s imagine if Seraph set provided the shield it has now, but lowering HP drastically at the same time. Enabling some kind of CI gameplay (all shield no HP under that), using the previously mentionned
massive movespeed from the set to quickly extract from combat, recharge the shield and dive back in.
-Crit is still king.
Crit received a major nerf after 1.5 but nothing else to compete with it. I like crit as any other person, it’s an easy and familiar mechanic for this type of games, easy to understand and build around.
Some classes have affinities toward crit, while some others have an harder time if they choose to go that way (MM vs Engi for exemple).
Where it hurts the most tho is on Evo.
Crit is the only viable way to play Evo sadly. If you like damage of course.
Veiled threat is not used because Dark Visage has higher CC/CDB. Caster gear doesn’t matter because the “dmg of evocation skills” is nothing compared to crit.
Caste CCM/CDB needs to go. It’s clunky too use, requires plenty of mod/weapon swapping and provides way too big of a damage boost to be healthy. General CCM/CDB is fine though i think,
if again, we have other non-crit solutions.
We had good suggestions on discord and i’ll try to name a few from memory:
Higher dmg of evocation skill/power cost/use rate on caster gear to try to compete
WILL should give +1% evocation dmg per point
Better dmg scaling per point invested into skills. Spectral Bolt is the perfect exemple of a rewarding investment.
Crit orientated foci with low damage, with others that could prevent crits all together while having bigger base dmg/sfx strenght.
Synergies between skills. Chance to proc a free lightning field while channeling Arc or free flameshards when channeling firestorm, casting two tempest at once instead of one when reaching 10/10.
Evos are supposed to be the SFX kings so they could get access to unique stats like Ignite damage, SFX duration and so on.
SFX strenght mods need to go back to WILL feed.
-Gundians are dead(?)
I have to admit i didn’t had the courage to go further with mine yet, because of sluggishness and boredom so maybe some people can provide better feedback on that part.
Nerfing shrapnels was a good idea, but it killed the entire gundian archetype at the same time i think.
I’m not sure what to suggest here either, as I’m not familiar with enough with recent patch to what was my favotite build during alpha.
More gun options, templars only expertise providing fire rate maybe ?
-Side quests are an abomination.
I’m not talking about the lore or the writting on them. It’s not for me in this type of game. Some NPCs are colorful and great, but from a gameplay perspective, they are an insult to anyone’s time.
It might in fact be THE single aspect of Hellgate i hate the most. A 5 years old with any number of functionning braincells could have designed better and more interesting quests than what FSS did.
Bugs aside, the amount of unniteressting fetching and backtracking is so dumb, it’s the only reason i never like to reroll. When i do, i rush to normal brompton, get to r10 or so, equip dmg/movespeed just to be able to plow through these quests as fast as possible.
I’d love to completely remove the need to do them, by removing their att points reward.
ATT points could be gained or so many more meaningful ways like killing bosses, crafting tokens with materials from various places in the game, reaching r50 etc.
All in all, I’m still having a great time and i hope that the few suggestions i gave can help the game going further, even if i still have no idea how easy they would be to implement in a realistic time fashion, beause i have no clue about how developpment works ><