Serious Feedback on TU8
After several days of farming and testing I'll try to give my feedback as clear as possible.
Positives:
- The expansion story is great, I enjoyed it, the difficulty was balanced, loot drops were consistent and on par with my character progress so I could tackle the next mission.
- The DZ feels great now, lots of farmers, pvp at extraction zones, landmarks or streets (No longer door camping thank god!). To be more precise, enemies seems challenging enough for the KT you need on an open pvp ground where you can't spend 5 minutes taking a single named enemy. Loot drops have been corrected and perfected, tons of loots drops but some are really good ones (Two days into the expansion prior update of march 6th I was watching a streamer and worried at the amount of god rolls he was getting, too many items with 2 max attributes) If you give way too much drop the game dies quickly. I entered the DZ today and after some 2 hours of farming I got decent rolls, some really good ones and others not that good.
- After getting some good rolls and rethinking my build (I refuse to use an LMG to be effective because of the health pools) I was able to tackle challenging solo at a really good pace, even lvl 4 control points on challenging world difficulty, with some caution (I'm built full damage). My gear is not fully optimized yet so if perfected I feel confortable taking on heroic and legendary maybe.
- The new stats system is clearly more informative, a little bit simpler but, there is room to more builds, at least that is what I feel like.
Negatives:
- Although solo content seems to be good in terms of enemies health pools, the scaling for 3 to 4 man groups seems off, exponential and unrewarding for the time invested. Enemies health bars scale too much making it tedious to kill a named enemy, taking too much time of focused fire from the whole team.
- Progression outside the DZ from Normal to Hard and Challenging is bad, drops are not good enough to progress your character at a good pace, few drops of bad quality, really bad quality. As I was trying to progress through Hard outside the DZ (Because my build couldn't handle pvp yet), drops where unrewarding, very few and very bad rolls. They should consider adjusting it a little bit so players can progress at a good pace. What I suggest to fix this is dived the drops in brackets of different ranges for example Weapon damage from 1%-5%, 5%-8%, 8%-10%... until reach max and prioritize one bracket over the rest for the different difficulties so on Hard you have more chance of getting drops in the 8-10% range, whatever you feel is needed to tackle the next difficulty but implement a clear path.
- Some difficulty mechanics are not fun or challenging, just lazy thinking and implementation. One shot sniper wardogs and snipers, one shot grenades, sniper shoutguns, foam and flamethrowers sniping from 20mts, enemies having no ability cooldowns, medics reviving enemies in 3 seconds. One shot mechanics when you have 10 enemies rushing at you from the flanks are not fun, because players can't react to them in a proper way.
- Players armor seems to not be functioning properly, building into armor hardly makes you survive 4 more bullets. This should be a priority to fix.
- Builds going full Tier 6 skills and damage feel underpowered, investing in all skill damage, explosion damage and skill tiers for a 20 sec cooldown doing nothing but tickles to the enemy is bad. If I will go full skills my skills need to be killing at a similar rate as if I would go full weapon dmg. This also should be a priority to fix.
- As the state of the game right now hybrid builds skills/armor, weapon/skills, weapon/armor are out of question. Enemies do too much damage and have greater health pools to be sacrificing a weapon core attribute to go skill tier and mix match. Hybrid builds are the most fun of all, giving the players different abilities to tackle different situations, I'm not saying go full jack of all trades, but at least a competitive ground against focused builds.
- Targeted loot is not working properly, too few drops to call it targeted per mission. It should be looked into.
Bugs:
- Been testing some weapon talents like Killer and Outsider and they not seem to be working properly or at all, the activation tooltip and cooldown is not showing and the weapons do the same dps (in case of killer) and have the same accuracy (for outsider).
- Armor talent for Hardwire set is not working the cooldown is not reduce from 20s to 10s.
- Named weapon The Grudge is not dropping and is unobtainable after killing the corresponding boss if player has a full bag. The only way to get it if that happens of you accidentally destroyed it is to create a new character a replay the story.
- Shooting Ranger testing ground is off, information is not consistent or not applying to the facts of outside world play. The numbers and KTs you get while testing are not the same when you are in real combat.
EDIT:
Negatives:
- Shield skill needs to be nerfed a notch in DZ, right now is too powerfull able to withstand tons of damage and deliver too much dmg, there should be a balance.
Thank you for reading and let me know if you guys find out of something else to add to the list.
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