For which kind of player is this game intended?

For which kind of player is this game intended?

Is it for casuals?
Then why does it have a reverse-difficulty curve, where the game starts relatively hard and then becomes easier? (that is after a casual player already quit)
Why are there punishing mechanics like gold scarcity and not enough support gems when wanting to change the build or loosing xp on death? Why is there scarcity for loot upgrades like regal orbs during the campaign (so wrong decisions on which items to use them = weaker character) and mechanics like extracting regal shards out of rares that no casual player uses?
Why aren't there proposed working builds with explanations or a way to import builds created by others?
Why isn't there more handholding / explanation of what you are supposed to do?
Why is normal play during the endgame like 20x less effective than doing some weird playstyle that requires specific game knowledge like setting up a temple in a particular way or in the past triple-juicing maps via multiple towers?

Is it for experienced action rpg players who want engaing action combat?
Then why does the challenge gets nerfed out of the game?
Why does the game fail to provide challenging, engaging endgame combat?
Why are bosses killed in seconds instead of having to actually fight them and engage with their mechanics?
Why does the developer team fail at providing even a basic sense of a game balance?
Why is the most efficient way to acquire loot, to speed farm hordes of monsters and kill bosses before they do anything and not succeeding in challenging gameplay?
Why aren't monsters behaving in more interesting ways and mechanics like monsters sourrounding the player gets removed?

Is it for players just wanting to loot / grind?
Then why do these have to play through long hours of a campaign that doesn't play like that?
Why are there so many slower skills like parry, traps, slower combos that doesn't fit that kind of playstyle?
Why isn't the loot more interesting?
Then why aren't there more loot tiers, so that the looting player experiences more loot progression / regular loot upgrades?
Last bumped21 янв. 2026 г., 22:38:45
The game is for no-lifers and streamers who can play trade simulator 16 hours every day basically.
As a no lifer with a disability, I agree. You're either retired, have work limitations due to health / disability, a streamer, a very wealthy person, or living in parents basement, this is definitely not a game I consider casual.

I have 370 hours in season 0.4 and I still have so many things to do.

I said many times before, this game doesn’t have any deterministic direction, just go with the vibe of streamers reaction. Devs want to cater to all kind of players but the result is that it will piss off everyone at one point of the game when you encounter the element that is not made for your taste. So the longer you play the more frustration you’ll have. Unless you have tons of currencies which solves every problem ingame.
Exploit early exploit often bozos.

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