The thing I didn't really figure out yet was how the "classless" style really helps anything. For example, I got a Fireball skill that could only be used if I was holding a staff or catalyst. Its not like it allowed me to light my bow on fire or shoot flame arrows or anything. So even though it might not say "Mage" anywhere, its obvious that skill is for what we would call a Mage. Just kinda threw me off and was not what I was expecting.
one of the odd things I feel about the skill design is most of the skills are not based on the weapons like you suggest at all. 90% of the skills summon magic hammers, bows, machine guns, etc from the ether, and have nothing to do with your actual equipped item..i know you know this, but just to help clarify. it's classless in the sense that skills are tied to weapons. so if an interesting skill drops for a different build, you don't necessarily have to scrap it. you can just change weapons. now, i totally understand that it seems silly that you need to have a "mage" weapon to cast fireball when we all know you can shoot lightning out of your fingertips. but it doesn't necessarily make sense in reverse. if you get a dagger skill, it'll be really goofy trying to backstab someone with a staff. or shield bash someone while you're dual wielding guns.
there are definitely some abilities that feel like they should be universal, like you said shooting a fireball from a staff/bow/free hand should all be easily doable. but the non-"mage" abilities all basically require a certain weapon. i think it's one of those decisions that are made to bring parity between skills/builds even though it doesn't quite make sense
Can't wait for your review.Oddly enough this game seems the most interesting to me out of all of them.
ZiggyD's(PoE streamer/content maker that works closely with GGG) beta impressions video. Short of it is the beta is actually really nice and he liked it a lot(even though he disliked the alpha a lot and wasn't really planning on playing it). On the flipside, there's a shitton of the promised content that's untested so launch will most likely prove to be a big clusterfuck once you get to that point since you can't really rely on good QA for an indie game. I'll give it a week or two to see what people have to say about the endgame.
I picked this up and played through the offline Beta. I had fun and was sad when I reached the end of the first act when the Beta stops. I started out with a mage but got a badass sword as my first yellow drop and switched up to a warrior as a result for many levels which helped keep the experience fresh.
The skilweb is very Path of Exile and the skill points are very Diablo 3 runes. It did feel annoying to be so limited in terms of weapons that can be used with skills and some weapons seemed silly to use as a result, but maybe that is something that was addressed in the live client.
Biggest gap for me, at least, was a lack of reporting info to gauge upgrades. I wanted to see the weapon speed as well as the weapon damage and additionally to see what effect the various mods had on my overall character. Like I got a +11 resource generation item and it didn't modify my willpower on hit nor did it modify my passive willpower Regen (which I had to measure using a stopwatch like it was 1999) so I was left wondering if it did anything at all.
I'm not expecting a AAA title, but after finishing Battle Chasers I found myself craving a ARPG and there ain't much out there if you don't want to play Diablo for the Nth time and PoE isn't your cup of tea.
Just play Grim Dawn if you haven’t. It’s loads better than Wolcen.