Well looking through the gear on Lammania, I have to say I wasn't expecting it to be quite so exactly a copy paste from Isle of Dread. Like I know there's this line in the original post encouraging you to share actual playtest experience:
- Feedback that actually tested on Lamannia is infinitely more valuable than feedback that didn't. Let us know if you got on the server to take things for a test drive!
But to be honest, I just don't really know what I would be test driving - it's pretty much strictly just "numbers go up, slightly". I don't really even mean that as a criticism, I
legitimately just don't really know how testing running around with gear that gives me an extra 20 damage per hit and 2 extra main stat would be a meaningfully new experience, especially because as far as I know the quests aren't even available to run around in?
(Theoretically) Actionable Feedback:
Constructive:
- I really don't like that a lot of the items, especially in heroics, have quality/insight bonuses on them to things like absorption. I get trying to give different types of stats to stack and things, but like, I just can't get excited over a cloak where 7% quality absorption (or like, 3% in heroics) to one element is something it gives. I'd much rather see this type of stuff just be enhancement - examples include quality absorption, quality spellpower on the orbs, and quality save bonuses (+3 just doesn't feel good). Getting enhancement absorption that is actually significant or something other than +3 to a single save or +38 spellpower would feel a lot better.
- The shields seem really, really bad? Nothing but insightful PRR, and like a tiny bit of threat on the tower. And several say TBD. Hopefully more stats coming on those, or ideally it would be very neat and unlikely to be OP if they just got some socketing of their own.
- Some of the Sun and Moon Augments don't seem ever worth it. I just can't imagine taking +4 to two skills. The numbers could be +5 in heroic and +10 in legendary instead of +2/+4 and I would maybe occasionally consider one. +10/+20 and I'd actually probably put in occasional ones for builds. But they're competing for set bonuses, it just can't be that low.
- The warlock tax is way too high, this makes it worse. Warlocks have to spend an epic feat, epic destiny feat, and now 2 sun and 2 moon augments to max out their eldritch blast and pact dice. Not even including the 5 piece filigree. Honestly I'd just straight up make the augments "+3 pact and blast dice" for both sun and moon for now to avoid making it just completely terrible for warlocks.
- The crafted stuff being 100% copy pasted just doesn't feel good at all, I really don't like that. I'd like to see some more effects - even stuff like "Lets make this light damage instead of fire", "Lets borrow this from Thunderholme", "Lets borrow this from Slave Lords" since I'm assuming fully new effects would be out of scope this close to release. But like, a 100% copy paste just makes me want to stick with the dino bone weapons or the other good stuff that has come out since them, not a fan of just straight number go up itemization. Den of Vipers was a good example of taking some effects that weren't necessarily all that new, but tweaking stuff around to make them feel different and work with different builds.
Positive:
- I like the +20% HP trinket, I like the Power in Pact Necklace, I like the Sound in Silence Goggles. All 3 very powerful effects (Power in Pact perhaps a bit more limited in scope), but requires itemizing towards them so there's still a place for other items in those slots or other sources of those effects.
- Some of the sun and moon augments are welcome additions. Excited by +10% spellpoints and I like the dodge cap one.