Ascend: Hand of Kul

Ascend: Hand of Kul

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Derekt 13 Jul, 2014 @ 10:42pm
A list of suggestions
In no particular order. I know this game is still in beta.

- Actual PVP and making it clear that I am fighting bots.

- Inventory menu is incredibly slow. It might be V-sync or Antialiasing though.

- Please explain your mechanics better. I still have no idea why I should Ascend except that sometimes, if I'm lucky, one of my Caos will defend one of my shrines.

- Better PVP: it's cool to curse a player but he only has to leave the area I cast minions in and he is safe.

- Persistent villagers. Basically, villagers on your back follow you through zones. The world would feel less lonely.

- Combat revamp! It's a mess right now. One can only block and poorly dodge with the dash. This makes fights a pure clickfest - keep mashing the heavy attack button, and when enemies start piling up, do the AOE attack. Bosses especially are uninteresting: run to them, attack once or twice, quickly dash away before they attack, and repeat for a few minutes.

- It is also incredibly easy to get stuck and lose 90% of your health. Any attack a boss does sends you flying. Then, due to poor coordination, by the time you are up on your feet he is attacking again.

- Not too bad though. Eventually I can dash away... at that point I leave the agro zone, get my health back up, and go to it again.

- What we need for better boss fights is better timing everywhere, attacks that don't always send you flying - your attacks should also break up the boss' stance more often - and a faster dash.

- If anything, I would recommend adding stats that a player can upgrade using skill points. Things like knockback resistance, knockback chance, or even decreasing repair costs.

- More enemies, even if it's just a reskin. An Ogre warrior was impressive the first time but fighting one for the tenth time gets kinda dull.

- I also find it funny that I'm supposed to be a giant champion of the Gods but every other enemy is bigger than I am.

- Please make dungeons more interesting. I can't walk two steps without enemies appearing, and that's not very fun. Gets old after the second dungeon.
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Showing 1-3 of 3 comments
Sean 13 Jul, 2014 @ 11:35pm 
Tried to respond to each and every one of your points, so all my answers are the underlined ones.


- Actual PVP and making it clear that I am fighting bots.
--In the works, and agreed with the other part

- Inventory menu is incredibly slow. It might be V-sync or Antialiasing though.
--This might vary with computers, as my PC seems fine with it. Could use some options for people to be able to turn down its effects.

- Please explain your mechanics better. I still have no idea why I should Ascend except that sometimes, if I'm lucky, one of my Caos will defend one of my shrines.
--Take a read at the FAQ (specifically on the ascending section), it has a lot of info.

- Better PVP: it's cool to curse a player but he only has to leave the area I cast minions in and he is safe.
--Yup, that is a planned feature.

- Persistent villagers. Basically, villagers on your back follow you through zones. The world would feel less lonely.
--I remember them discussing this before, and I do agree it would be a fun mechanic.

- Combat revamp! It's a mess right now. One can only block and poorly dodge with the dash. This makes fights a pure clickfest - keep mashing the heavy attack button, and when enemies start piling up, do the AOE attack. Bosses especially are uninteresting: run to them, attack once or twice, quickly dash away before they attack, and repeat for a few minutes.
--Maybe rolling and combos that use spells and melee together....

- It is also incredibly easy to get stuck and lose 90% of your health. Any attack a boss does sends you flying. Then, due to poor coordination, by the time you are up on your feet he is attacking again.
--You can block while on the ground.

- Not too bad though. Eventually I can dash away... at that point I leave the agro zone, get my health back up, and go to it again.
--Remember blocking!

- What we need for better boss fights is better timing everywhere, attacks that don't always send you flying - your attacks should also break up the boss' stance more often - and a faster dash.
--Several spells do stun enemies, but you would need to jump to other gods to grab them. Agreed on the faster dash, but for the time being you can set up a macro (using 3rd party software) to repeat dash for you, not the same, but works for now.

- If anything, I would recommend adding stats that a player can upgrade using skill points. Things like knockback resistance, knockback chance, or even decreasing repair costs.
--Maybe some kind of global stats (similar to how emblems function) that would make each player unique in what they choose, and these stats would go above transcending, too.

- More enemies, even if it's just a reskin. An Ogre warrior was impressive the first time but fighting one for the tenth time gets kinda dull.
--The new regions ('Badlands' and 'Swamplands') will most likely bring new enemies with them.

- I also find it funny that I'm supposed to be a giant champion of the Gods but every other enemy is bigger than I am.
--Might be some lore behind it all that has it making sense.....

- Please make dungeons more interesting. I can't walk two steps without enemies appearing, and that's not very fun. Gets old after the second dungeon.
--Unique dungeons would be interesting, maybe with puzzles and traps in them.
Last edited by Sean; 14 Jul, 2014 @ 11:52am
Kebab 16 Jul, 2014 @ 6:47pm 
Sebako agrees. Am waiting for the new regions.. captured all points 3x times and as mentioned above.. dungeons are not that fun to repeat all over.
Krow 18 Jul, 2014 @ 7:41pm 
It's also hard to feel like a giant when the stairs and trees an all that junk is in proportion with you and not the humans that live on the land.
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