Right off the bat: this game is gorgeous! I absolutely love playing it and I am truly looking forward to its full release.
That being said: I'm gonna cut the crap, Ucool. Let me make one thing extremely clear:
Do. Not. Fuck. This. Up.
Sure, I'll hate yall if it becomes a mess, but believe me: I will love you down if you make this a fantastic MOBA. And I mean that: Lap dances for all your workers, etc. Please, Ucool... be good.
Anyway, I'm going to list several many things in a somewhat organized fashion.
- [Main Menu]
It's pretty - but unhelpful. Game Modes should be explicitly present, but for some reason Casual 5v5, ARAM and Practice are in a seperate Menu via a button in the lower right of the Main Menu marked as 'Casual'.
Things like this are weird - and while I love to play ARAM, I know that because it is in an awkward spot that it would likely be impossible to find other players attempting to play it. Heck, Casual had me in Q for over 10 minutes!
Another issue I have is with Runes and Spells. I get that we can Upgrade them but... why isn't that Automatic? Its not like we could sell those extra Runes or Spells, so it may as well be an automatic upgrade upon acquiring those items.
- [Menu Bug]
This... oi, its annoying. I suffer through it because I love this game but...
When gifting Friends' coins or their gifts (or adding people after a match or via the Request Menu), the game will stop you from moving on until the dialogue pop-up.
Sure, this is a helpful precaution to stop worse events, but it feels incredibly unprofessional.
- [Hero Menu]
A lot of skills and utility descriptions get cut off. Its unfortunate.
Scrolling through character after character is monotonous - give us a nice big menu that'll show off the characters.
In the Character Select of a match, do the same. That thin bar holding 2 icons makes it dificult to secure your pick. Allow us to easily see every hero available rather than sliding through them or tossing open menus.
During gameplay, a Hero's information should be a simple overoay flap akin to Mobilr Legends' in-game ability description toggle. Opening a giant menu to remind myself - or learn - what a character's abilities do is not only a distraction but a massive pain.
In a Hero's Equipment Preparation page, show me their base stats, (stats at max Lv.), and [stats at max Lv. with equipment]. That would be fantastically helpful in creating a specialized loadout!
Also, in both the Shop and Equipment Prep, let us search for items based upon their attribute: such as Lifesteal, Mana Regen, Health Regen, etc.
In utilizing a Hero's art and their 3D model, consider having the Hero section from the Main Menu show off their 3D model. It would essentially remain the same. However, in Character Select, use their art. That way, we can all avoid load times in Character Select when trying to figure out which Hero to play as.
- [Combat]
Because every character is both mobile, capable of poking and capable of some form of stun or knock-out. Though I do love it, it places Magic Supports (Angelyne) and ADCs (Jubilee, not-Lucian) in a truly awkward spot. Sure, they are still effective in providing power to the team: but they lack utility. Especially Jubilee because she doesn't have a stun! Nor does Angelyne or not-Lucian. All three of them cant offer much in a team fight and are incapable of Soloing due to them lacking the utility to lockdown an enemy nor melt them. They're characters that when picked (Especially Angelyne), I know whose team is going to win both a teamfight and a game.
The item shop is a weird mess right now because an item's components are unknown. Its weird and useless and, for now. better left ignored.
The Jungle needs timers for both Buff Creeps and both Tyrants.
Also, the map's walls containing the Electric and Explosive Pig Creep are incredibly awkward. That part of the map seriously irks me.
- [Hero]
Shadow Queen is my personal favorite character both in design and in combat. I love anyone with GIANT princess curls. However... her 'W' ability which releases a DoT circle underneath herself... is useless. Because it has a cast time, there is no point in using it after her teleport ability. I think that this skill should be akin to Morgana's (League) aimable DoT circle. Either that or it should be replaced with an ability to debilitate.
Jubilee's bomb is also very useless. It deals little damage and poses no threat on the battle field. This should be replaced with a stun akin to Jinx's (League) or a directional knock-up akin to Zigg's (League).
Angelyne... I love her concept, I really do... but it is just so unhelpful. As a healer, she can't heal enough - and as a mage, she can't inflict enough damage. It would be a lot easier to use her if her spells were Auras instead of Projectiles. One aura to raise HP Regen and another to raise Speed, while her Offensive Mode would have an Aura to improve her team's damage and another Aura to Slow her opponents. I've no clue how to give her a better Ult but I can say that it is pointless. And to be frank: I don't exactly know how this character could be made both fairly and correctly. I just know that right now, she is incredibly dificult to handle... and she is the only Priest in this game (when she wants to be).
Lucent's arrow spread skill flat out sucks. It has a long cast time and doesn't deal any damage nor apply any effects. Its also very short. Ideally, this should be replaced with a skill that enables Lucent to apply either a DoT (ideally Poison since it would fit her Nature theme) or a Slow... or both.
[ - Grim Reaper ]
I think she deserved her own section...
Grim Reaper... she has the kit of an effective and deadly assassin with none of the bite. Her Ult should be striking fear into the enemy - instead, its a laughable oppurtunity for me teleport under a turret and snatchna brutally easy kill. Also, her stackable passive is pretty worthless. I don't even know what it does! I just know that by the time she's planted a big skull on: she's dead.
My suggestion for Grim Reaper is to make her a magic assassin akin to Kagura (Mobile Legends) with a unique melee twist.
Skill Set A: Scythe
-P- Each attack and skill applies a DoT, stackable 5 times.
-1- Grim swings her scythe in front of her, applying a Slow. If this ability hits an enemy with max DoT, Grim will lifesteal %5 of that enemy's health.
-2- Grim leaps towards the enemy or location and strikes the ground. Enemy's close to her will be stunned, while those outside of it will be inflicted with a bonus DoT. If this ability hits an enemy with max DoT, Grim will lifesteal %5 of that enemy's health.
-3- Grim unleashes a plague around her, applying a DoT and reducing the enemy's speed. When her team is in this area, they gain speed.
-U- Grim throws her Scythe at an area - where it will spin relentlessly and follow nearby opponents who touch it. Though she can reactivate her Ult to teleport to her Scythe and knock-up nearby enemy's, not doing so will put her into Frenzy mode.
Skill Set B: Frenzy
-P- This temporary form grants Grim increased stats at the sacrifice of range.
-1- Grim rends a single enemy with her claws, applying a slow.
-2- Grim hops at a nearby location. Only enemy's near her will be affected.
-3- Grim calls out the dead to stun a single enemy.
-U- Grim teleports to her scythe, knocking up nearby enemy's and carrying over the remaining time left on her Passive in Frenzy mode.
I gave it a shot at giving her something unique and filled with utility. Good on her cause she does look cool!
- [ Thank You ]
I love playing this game and am so excited for more! Please keep working on this game - as well as putting some advertising in and showing daily love to your playerbase!
With much love,
- OmneQ (ign: OmneQ)