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Plenty to go over but I've only just got to Resistance rank 10 and yet to do Castrum so more be added later but I do wanna give positives and negatives of what I have found after 7 hours of being in there.

Positives:
-the collection log on bios, I cannot overstate how happy I am to see this, duplicates being traded in for more lockboxes prevents them being cumbersome, I hope we get more of this type of thing going forward perhaps even one for monsters :3
-engagements are varied, in they are just different variety of fates but it beats Eureka kill mobs to get boss only strategy any day.
-engagements have teeth to them they aren't just zerg all the time and glad to see scaling working fine.
-the resistance rank is relatively easy to get up and lovely having quest give enough of a boost so if a death/wipe happens you don't go below the rank threshold

Negatives:
-1 person in cutscene means no going to engagements for the other members of party, I feel the person doing story is already having to decide what they pick and it shouldn't impact others going for these.
-Still haven't learned from Pagos, lv9 quest takes you near hostile wind sprites that are rank 5 that can immediately aggro once exit cutscene, fix this please just teleport the player to nearest camp.
-lv10 quest requires enough people in instance to do Castrum, are you banking on this being super long running forever or you planning on adjusting once no longer relevant some clarity on this would be appreciated.


Those are my current thoughts I'll have more after running Castrum and getting max rank(no idea how high but it is higher than 10).

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