Ascension Feedback

  1. It seems like attempting to dodge moves from the PVE has a bit of desync and you get hit anyways. Maybe add a small dash iframe specifically vs PVE abilities?
  2. For the post-game stats it would be nice to have it separate vs PVE and vs players.
  3. Might be good to have some anti-teaming mechanic (spending too long near other players without attacking them). Did run into a 6man.
  4. It would be nice to have some inventory (maybe just 1) where you can store a piece of gear if you think you might want to use it or to have a flex option, probably with a channel time to swap it with your current gear.
  5. Still not a fan of how eternals lock you into specific gear and then you just ignore everything else, and your final setup is just basically always the same thing. Not to mention the benefit of the transform heal.
  6. It would be nice if shrine UI was more on the side of screen and not just covering everything.
  7. It seems like there’s a lot of open design space with dashes/sprint and potential buffs and tradeoff mechanics that would make the game a bit more interesting than just farming chests and mobs for gear to get the same set every game. Pretty early on though so I can see it not being super fleshed out.

5 - I agree, Eternals have a ton of benefits. A Big Heal, an Ultimate Ability and Set Bonus on top.

The bigger Issue i find is that each Eternal is tied to a fixed set of gear, builds can quickly become repetitive and leave little room for player expression.

A possible solution would be to give every Eternal Set its own dedicated Skill Tree. This would allow players to customize and specialize each set to better fit their preferred playstyle, even when using the same Eternal.
For example, one player could focus on survivability, while another could invest in mobility or damage-oriented upgrades.