Here is my early access list of potential bugs, improvements, etc. I will update this the more I play - and date anything I add that is new.
If you have any to share yourselves, please do, and I'll add them to the list (dated with your alias).
Latest List Update: 08/10/2020
Quality Assurance List:
• Auto-Save - (Transition) needs to save whenever you character/party as a whole transitions to another area, be it a dungeon or world map. It takes seconds to do – no reason why this cannot change. If a dungeon has no NPCs or monsters, and is a location re-visited, then this would be the only time it shouldn’t have to auto-save.
• Sort-All Button – this dreadfully needs adding in order to manage your inventory.
• Spells – potentially need more detailed description – at the very least, text with a border, where it states a spell lasts “Until Fully Rested” if it can last outside of combat.
• Spells – I fail to see on any spell where it states how many turns a spell lasts in the text description. It would be great if buffs/debuffs tell you how many turns they last. At the moment, the only way I can see is by paying attention to the incredibly small icons above a character’s health bar (when playing that chosen character).
• Spells – I need to know if a spell is “Instant” or is “channelled” etc.
• Spells – I need to know if the spell I’m casting is “Melee” range. 1.5 metres should be simplified to "Melee".
• Spells – I need to know what “Concentration Required” means, as a new player that knows nothing about 5 edition D&D (but familiar with 1st, 2nd, 3rd, 3.5 editions), and focussed on the game mechanics, ask yourself how this can be simplified to retain gamer retention. In its current form, it is frustrating to learn some spells require concentration, which means doing another action or simply getting hit by a monster prevents such concentration.
• Spells – How many can I cast? Aside from miniscule cubes above my hot-bar, I have no (as a new player) idea if I can cast multiple of the same spell, or a multitude of many spells, and at which levels (1 or 2 or above). At level 3, I’ve gathered I can cast whatever I want, providing I can do it 4 times for level 1 spells and 2 times for level 2 spells. This heavily needs work so anyone new to the game, or returning D&D players who haven’t played the latest edition, know what to expect.
• Spells – Key words, such as “Radiant” or “Lightning” should also be highlighted with their chosen damage type Colour in the spell text description, so you can more easily understand and identify that there are elemental differences (fire/ice – radiant/necro) to the spell paradigm. Biggest offender is Evocation – am I assuming Evocation school of magic is yellow? Or orange? Because, just by looking, I cannot tell if an Evocation Fire spell is the same type of spell just by comparing it to an Evocation mage spell and an Evocation cleric spell (Fire Bolt and Sacred Flame, for instance). If you want Evocation to look Orange as that particular school of magic’s colour, then don’t change the colour even with another class – save the “Type” and other “colour” for the spell description – fire = red, radiant = yellow.
• COMBAT LOG! Where is it? What are the rolls?
• Perception Check – I see a dice over my character’s head. It isn’t helpful telling me I passed or failed in exactly what check it was automatically doing – the dice above your head needs text to go with it (either above or below the roll with a black border/background so you can clearly see). Just seeing a dice (which is nice) isn’t helpful. It needs to state “Perception Check” or “Trap Detected” or something. In its current iteration, it’s hard to know what exactly you are passing or failing.
Balance/Gameplay List:
• Weapons – The weapons aren’t bad in themselves. However, prices when selling items could be higher (to acquire more gold easier), and a few green items (which could be 50% cheaper as they are now) could be stocked by all random merchants. You need to add more chance to “feel” your character is progressing, at least slightly.
• Armour – The armours in the game are plentiful, which is a relief – however, again, like weapons, more “common” and “un-common” armours and armour types (light, medium, heavy – or, robes, leather, chain, scale, half-plate) could be slightly more numerous at merchants earlier in the game.
• Spells – Bless – Why just 3 party members? I can understand a Debuff only affecting 3 NPCs (such as “Bane” in combat) for balance, but it almost seems meaningless not to cover the entire party with a buff. What am I supposed to do, cast Bless twice and use up another daily spell use just for one combat?
• Monsters – I don’t mind 4 players (up to 6 would be too many), but please, don’t lump Monsters with abilities to throw Area of Effect damage bombs at will, nor give multiple spell casters high damaging spells (such as Melf’s Arrow or whatever it is called) which also adds a Damage over Time effect. My level 1-3 party can get one shot in just 1 or 2 turns of combat when facing more than 4 enemies at once (who all either can throw bombs or cast high damage spells) if I wasn’t expecting combat. The Goblin ambush through the gates is the best example early on as I was exploring (rather than following quest lines).
• Monsters – Do not spawn or place monsters in difficult to reach areas – how is my party expected to out-range or compete at range when, for example, all the goblins in the “Goblin Ambush”, as stated above, can rain down arrows, bombs and spells all in one turn (I believe there was 7 or 9 goblins).
• Monsters – the statistics of the monsters are fine – this is not the issue. The issue is, there are often too many monsters to deal with all at once. Yes, there is Grease, Charm or Sleep, but you must bear in mind that not all monsters are grouped up, and yes, they can and do pass their resistance checks.
• Monsters – the Well beneath the Goblin Village – the Phase Spiders are insane. They can shoot acid at long range, deal over 10 damage, and apply a DoT (damage over time) – the webs did not help and inhibited my party way to much – good luck using Fire with all the acid and webs on the ground, too, which further knocks your characters down. Dealing with one would be fine (on top of the two Ettercaps), but when facing two phase spiders at level 3, in my instance, it was impossible to kill them with my weapons, armour and spells, simply because of their huge teleportation distance, both at ground level and above. Burning the webs they stand on (from above) with spells only slightly helped, and was difficult to achieve with the camera (zooming out).
• Monsters – A monster “Ratio” should be used. If there are strong enemies, limit it to 1 or 2. If there are weak enemies, limit it to 6 (and by weak, no extras such as throwable bombs, crowd control, or AoE). This is not Baldur’s gate 2 – players do not have the luxury of powering through content with more healers or more damage dealers to deal with the odds associated. Unless you pick the Cleric Class, you only have one healer in the game, for example – bear in mind, you have limited the party to 4 – you must balance what monsters they face and how many – just like any other Dungeon Master playing pen and paper.
• Monsters - The Phase Spider poison is 4d6... a level 2 spider that not only teleports, but can achieve a maximum hit of 24 hit points of damage? That's, on average, without a saving modifier, 12 damage. That's, in some cases, more than 50% of my heroes HP in one hit. The Cleric's healing can't even compete. It has the potential to one-shot all of my Level 3 party, save for Lae'Zel (the warrior). How is this okay?
Bug List:
• Locking action hot-bars consistently resets (toggle lock button) when you load into the game or restart the client and re-load your progress.
• Characters engaging with NPCs – the NPCs mouths fail to “speak” during dialogue. This corrects itself during the next line of dialogue, but not the first.
• Profiles - Changing from one profile to another causes the sound (which had been previously turned down to 10 on Master Volume) resets itself, despite staying at 10 in the options. Therefore, you get blasted by higher volume. Adjusting the slider fixes this for the short term.
Last edited by Dreamstate1985; 09/10/20 06:50 PM. Reason: typo