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Wolcen: Lords of Mayhem is the debut effort from WOLCEN Studio just having recently left Early Access. Priced at $40 (40 US Dollars), this crowdfunded game clearly wears its ARPG inspiration on its sleeves. And what beautiful sleeves they are. Having playing roughly two hours at the time of writing, here are my initial impressions of Wolcen: Lords of Mayhem.
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Also congratulations on the new design, MassivelyOP! Oops, I mean MMORPG.com.
Thank you for your time!
During EA I finished Chapter 1 didn't notice anything game breaking or broken.
The classless build variety is deep without being too deep once you get the hang of it. I love that there are some uniques (top quality loot category) that can change your play style significantly with modifiers. Things like a 2HD sword that allows you to use lightning skills that would normally require the caster or ranger weapons to use, another sword that turns all your status effects into frost, etc.
The 4 basic stats you put points into are also very well thought out and can be used by any type of character to emphasize thing like DOTs, Crit, attack speed or toughness.
And then there is the placement of passive nodes in logical clusters that encourage going "off-brand" and getting some green (like for more crit chance) or purple skills (like the one that vacuums health globes from a range of 15 instead of 5) when you may be otherwise building all warrior red,,, love it.
My only complaint so far, and it's a minor one, is that the balance between regular mobs and end of act uber bosses is messed up. It's as if you were playing in Diablo 3 at Torment 6 difficulty but when you got to the Diablo fight the game jacked up the difficulty for that fight to Torment 10. Difficulty surprise mechanics, I guess
Here're a couple of tips from what I've learned so far:
Learn what damage and which dots fall under which category (look at any weapon and you'll see the 3 main damage types heading with their sub categories under them) and try to stack one of the three main damage types. Not only does it make gearing easier (swap what you're considering wearing and look at the before and after average damage of your main damage skill) but there are some conditional passives that do additional things depending on having the right type of DOT applied, etc.
And yes, Online play is "play at your own risk" at the moment. I lost a whole stash tab and all the items in it from my inventory just yesterday and despite their assurances that if I quit and restarted enough times the items would be back, they never did come back. I'd stick to offline play for now until they work that out.
I've managed to get two characters past the campaign and am just starting the end game part... so far I'm really enjoying it.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I wonder what game you played?
Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.
Edgar Allan Poe
If you have a moderate level of patience with a moderate level of enjoyment from diablo in the past, its a great game. I've noticed a lot of folks having the most crashes were on sub par machines also.
It's definitely not the best ARPG. The hyperbole you're seeing from some posters is just that.
Also don't transmute an item or do black market research and log before it finishes, you will not be able to connect to the servers until they are reset (weekly unless they do an emergency one before).