Why did you stop playing the game?
1) Got tired of running maps I didn't want to run to get to maps I did want to run. (Fucking hidden grottos. Never want to enter that place ever again.)
2) Got tired of trying to craft gear after about 5-6 quad tabs worth of recombinatings got poofed. 3) Skills attached to weapon type + skill limit prevented much of the experimenting I wanted to do. Couldn't equip a skill for my offhand weapon without dropping a spirit skill that was preventing me from dying/bricking my main hand set up. 4) support skill system. Some skills only have 1-2 support gems that affect them (eg, herald of ash) and some support gems seem designed to be used with 1 specific skill. Cant have multiple skills linked to 1 support gem either unless in a meta gem. Using a skill that only has 1-2 viable supports means giving up a slot for a move that could be given 5 supports. 5) monotonous travel speed. We spend more time traversing than fighting and yet traversing has so little gameplay to it. Shouldn't have to use flicker strike/lightning warp to cross a 1 foot gap in the floor. 6) 3.26 came out "Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype." 最後に Direfell#7544 が 2025/07/04 13:35:38 に編集
|
![]() |
1) Endgame map farming in its current state got quickly boring for me: the quick and relatively safe AoE clearing of faceless mob hordes is boring. If my character get stronger, the issue becomes worse.
2) Lack of endgame content in general: the campaign was enjoyable, but afterwards the game really starts lacking in quality content. 3) Lack of meaningful challenge: the game lacks gameplay that revolves around meaningfully prioritizing enemies and responding to them in different ways and other mechanics that are more than just dodging. Instead it feels more like a bullet hell simulator with some accasional strong attacks that have the potential to oneshot me (e.g. certain boss attacks vs a character without energy shield). 4) The strongest builds are the most boring ones gameplaywise. |
![]() |
I stopped playing when the game got into a point of 1-shotting monsters and 5sec-killing bosses at T15 (which is pretty much after 15-20 hours in maps and 2div build, lvl 85 character). I felt like I completed the game.
The game got too zoomy and I was no longer required to do anything else than 1-button click to explode whole screen = Game finished. |
![]() |
" That's actually when the game starts.... |
![]() |
played first release version (0.1) for a good bit, later when 0.2 got out played for about 1 hour. Stopped playing when i saw that the game started lag quite a bit more and i started getting killed by invisible not loaded yet mobs, and then i said fuck it.
|
![]() |
Cause the source of the problems remain.
Most gamers can deal with bad designs, if it is recognized and dealt with. Gamers can also admitted the developers of the game are simple incompetence to do anything. These are technical issue. Grind Gear has a attitude problem - a wilful belligerent, found many years ago in another developer, Jay Wilson. Any progress is impotent, halted or destroyed until a ego is satisfied. 最後に DutchMilk#4689 が 2025/07/05 2:40:48 に編集
|
![]() |
I just had no goals anymore.
-There is no item I really need. And if I need it, the fastest way would be to grind currency and buy it. Unique items are fun to collect, but also 95% useless. -Leveling up around 92 becomes tedious in non meta mapping builds. -Boss fights are ok but not really fun. More like something you just have to do. -I would like to play helper queue or multiplayer, but it is in its core a solo game. -The Atlas is dreadful. Endless generic slob with no story and no aesthetic concept. I would really prefer a campaign, which gets increasingly difficult and requires grinding the same levels. This endless, meaningless level simulator just kills the vibes of an otherwise excellent game. 最後に ez14#4232 が 2025/07/05 2:42:34 に編集
| |
" Yeah, we clearly see a difference in player attitude and their expectations. There is this, I'd say "older" audience which find enjoyment in overcoming challenges, finding solutions, working towards achieving something. Then there is more laid-back audience, which demands instant gratification and simplification of any challenge, but it still needs to "look-like" they actually achieved something. They want to be fed with constant praise, loot and feel amazing for (in reality) doing almost nothing for it. Aka 1-button screen explode and they call it fun. The first audience grew up on games like Diablo 1, Classic WoW and similar. I'm certainly one of them. And when the game gets trivial that a trained monkey can play it, I quit, nothing else for me to solve here. |
![]() |
Because I went out of town and I’m waiting for some new content.
|
![]() |
Well my other post got deleted almost immediately for being rather blunt, so I'll just say that I'm about to quit because:
1. The server issues are ridiculous, and more than six weeks later it's just getting worse. 2. The resource hungriness at times is also ridiculous, and I've got quite a decent computer. 3. Based on my personal experience to date, and from what I've seen of others', I don't think GGG is going to address a lot of the valid criticisms any time soon, and the trajectory of the game moving forward seems set in stone. Which is a real shame, because if they put half as much effort into actually taking on board the criticisms in this forum, and gaming it out, as they do to censoring anyone remotely critical (that doesn't sugar coat it), then there'd be an absolutely amazing game that'd be ready for a 1.0 release early in the new year. |
![]() |