an uninteresting season with a really bad core mechanic, no new endgame content and a complete lack of knowledge about what ARPG players really want.
It's baffling that they decided on a minion as the core player power acquisition method after so much bad mouthing of minions as a source of player power for necromancers since the game released.
the vault dungeons are not only extremely repetitive and boring but also frustrating as you have to choose between wasting stacks of a buff or waiting for traps to trigger before pushing forward.
It's baffling that they decided on a minion as the core player power acquisition method after so much bad mouthing of minions as a source of player power for necromancers since the game released.
the vault dungeons are not only extremely repetitive and boring but also frustrating as you have to choose between wasting stacks of a buff or waiting for traps to trigger before pushing forward.
Poor implementation of the seasonal mechanic while the base game still suffers from a lack of endgame. Season 3 has been improved upon with a couple patches and a mid season update, but it's still lackluster and the game needed much, much more.
Things I didn't like:
- Seneschal pet upgrading did not feel satisfying or impactful
- new chase items were implemented through a boss yet again
- no leaderboards at launch
Things I didn't like:
- Seneschal pet upgrading did not feel satisfying or impactful
- new chase items were implemented through a boss yet again
- no leaderboards at launch