I want to share my impressions about v1.2.x of the game so far.
The melee combat has been quite improved, and it is enjoyable (at least for me).
On high difficulty level, armor piercing weapons rule. The others may be interesting and/or exotic, but piercing ones make the match quite easier.
One rare exception can be flamesword. It ignores the shields but the damage is very limited and quite difficult to care about the armored foes.
The physic engine has been improved, but a flaming monster like sienna unchained still doesn’t emit any light in the darkest sections… The same problem with all the flaming weapons…
Chaos foes are still moving, jumping and climbing more like skavens than like humans. Ok there are corrupted but they are still human.
On the player frustrations side, there is still need of some more work.
Spawn system on Legend (and sometimes also in Champion) should be really improved, to avoid game-over situations. For example, monsters should be banned in close environments such as corridors, mountain paths, … in which players are usually overrun by it, a horde, 3-4 specials… an experience more frustrating than a game crash.
Also final rewards shall be tuned. It happen salutary that you simply cannot get the emperor package. My personal record is a general package after having collected: 3 tomes, 2 grims, 2 extra dice.
My impression this may be caused by my personal match stats.
This is bad for 2 main reasons. The first one is players are pushed to impede the team mates in the try to get more kills. The second reason is that support characters are quite penalized.
Another weird thing is that they are not caring about the map, what you faced, … and so on. The final reward of a Skittergate map (1-2 monsters, 1 miniboss, 2 final bosses) may be equal to a normal shorter map without any bosses and/or monsters.
Personally I find the final reward screen a bit annoying… Maybe it can be speed up.
The equipment related UI (armory & crafting) is still very basic.
Red item icons have the same background color than the orange ones.
There is no ‘easy-life’ options at all… no preferred items, no trashbin, no special care about aestetic items…
On the craft side, when you want to change properties, you are going to select the same item again and again…
You cannot salvage all items (weapons and trinckets) below 300 and the orange quality, sort them in any way…
The weapons description is still quite insufficient. The example of flamesword shines… it can ignore shields, but it isn’t described at all. You may test them with dummies, but honestly it is quite boring, and it can be misleading.
About the DLC, I like it. The maps are great and visually better (more colored) than the ‘basic’ ones.
My only disappointment is that they are only 2 (vs 3 of the first 2 DLCs of V1), and the end of the second map is quite ‘plain’.
Imagine to discover our priest-friend (the runesword keeper) transformed into a horrific monster.
The final mission may have being splitted in 2 different missions: one to discover his fate, and one to care about him.
Some of the DLC map challenges are simply a nonsense (the bottles one, …), since we can have purple boxes also by the week challenges.