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Đánh giá gần đây bởi Smartphone

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18 người thấy bài đánh giá này hữu ích
520.2 giờ được ghi nhận (168.9 giờ vào lúc đánh giá)
Đánh giá truy cập sớm
Disclaimer: - I played this in Beta 0.9.2k (Early Access), so there were still plenty of bugs and multiplayer was still a recent release, with Trade Factions (The Merchant’s Guild and the Circle of Fortune) in the pipeline. - I have not played any part of the Diablo Series, however I have played Path of Exile to Red Maps. This, however, will not be a comparison between experiences on different games. - Updates done to this review will be added at the bottom, in chronological order.

Updates: -Launch (ver. 1.0, 26/2/2024, 5 days after launch date.)

Do not let the lack of AAA polish deceive you; this has been by far my best experience in the ARPG genre. The sheer fact that you can come right into the game with the ability to just craft your own affixes on your gear from the first minute absolutely blows my mind. At the time of writing, 96.67% of affixes can just straight out be gotten from crafting materials (affix shards), which pretty much just drop everywhere. As a newbie coming into this, I have never struggled less in following build guides in any other game. Heck, this is without yet the introduction of trading. The only struggle I had in following <insert build guide here> was that the loot filter provided wasn't filtering out as much as I wanted it to, so itchy-handed me decided to take a look at the loot filter system expecting to spend a few hours tweaking it on my own, boy was I wrong. The loot filter system was advanced enough to allow me to filter what was exactly necessary, yet simple enough that I wouldn't need to actually pull out my IDE even once. I'm only a couple weeks in and I can already tweak my filters between mob packs as if I'm switching gears on a manual transmission. Oh, did I mention the whole loot filter thing is in-game?

The story is good. I can't bring it upon myself to say it's anywhere close to top tier; I've read some good stuff. I enjoyed the lore. The world building is great, character development is alright, key NPCs and antagonists are memorable (I agree with Balthas, but I still hate his guts.). Each death is vivid and impactful. I actually felt physically hurt when the story got cut short in favor of endgame mechanics, but I can see very clearly that it was abrupted in such a way that it would be easy to append future content, and I have just so much respect for that. I feel held well in good hands that my expectations of good plot will be met. With that said though, it's an ARPG so it's understandable that you'd pay minimal attention to in-game dialogues and narrative, our friend Angelcrest has put in a lot of effort "summarizing" the whole story here.[forum.lastepoch.com]

I sometimes forget the game's still in Beta (at time of writing); sure there are quite a few bugs still, but even just with what we have right now, I wouldn't mind at all putting in a few thousand hours before launch

Edit (Ver. 1.0 - 26/2/2024):
So I'm not holding back, launch was a disaster. The only reason I wasn't upset the whole time was because I was completely expecting the servers(or services) to have difficulties handling the load, and I was absolutely correct, and then some. Seeing that you're here in my review now, I'm sure you've read some of the negative reviews already so you should already be caught up on how bad the issues were at launch. It's been a few days since then, and they seem to have resolved at least 70% of the issues so far, and the current state of the game is very much playable (I'm already close to level 100 now and so are most streamers if they haven't already). This review will not discuss the launch issues further; server is server and game is game, and I'm here to talk about the game.

With the launch came the Trade and Item Factions, and two new masteries(classes): Falconer and Warlock. Also the game looks a lot prettier now. The main concerns I would like to address here are class balancing, and community impact. tl/dr: game's still pretty good, seems to be getting better.

Thus far, Falconer and Warlock seem to have been the strongest classes I've played (not inclusive of abusing certain bugged skills on Runemaster) that are smooth from season start to finish. While this may sound like the classes are not balanced, I am of the contrarian perspective: as much as they are just as equally subject to further tweaking, balancing, and bug fixes down the road, I personally think they're just as fun to play as any other mastery, and the strength in these classes result in the power dynamic being rather well distributed across the roster. I like the Falconer.

Factions has not had the 50/50 split on playerbase as the devs expected, just as I had predicted. "Magic find" has always had that motivation/reward effect which tends to be valued highly, and in our current dopamine-starved economy it should've been clear which faction would sell fast. Sure, trading has pretty good merits as seen in other games done well, but it'll take some time before the market stabilizes.

While launch was pretty rough, it was a pretty good recovery so far. EHG did good work on the game, and I hope the backend gets better soon.
Đăng ngày 23 Tháng 12, 2023. Sửa lần cuối vào 25 Tháng 02.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
178.7 giờ được ghi nhận (64.8 giờ vào lúc đánh giá)
Yes.
Đăng ngày 30 Tháng 04, 2015.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
273.3 giờ được ghi nhận (126.0 giờ vào lúc đánh giá)
Much tactick
very zerg
wow
Đăng ngày 25 Tháng 07, 2014.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
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