Trials (Sehem / Chaos) - require changes "and globally, the whole game, of course."

In short — both trials are drawn-out and monotonous; the "Chaos Trial" is the worst. I have played since release (patch 0.1), ran them actively in 0.3 and now in 0.4, and I notice the same problems after repeated runs.

Problems (specifically)


1) Empty, overlong corridors — they feel like time sinks rather than content.
2) Long trial-master animations at the start that force the character to stand and wait.
3) Repeated and slow interaction animations (levers/doors) on every run.
4) Timer stages where the player is essentially idle (for example, holding down the left mouse button for a long time with no gameplay).
5) Boss death animations and delayed loot drops — loot appears after a noticeable pause.
6) Escorting a statue/object with an “activation radius” that causes frustration (the statue’s behavior is unclear and annoying).
7)Loot feels like junk and pointless — it’s unclear what it’s for and it doesn’t feel rewarding.

Why this ruins the experience

-Trials become exhausting on repeat runs — this is when speed and immediate, responsive feedback matter most.
-Difficulty mostly comes from bosses; the other stages are just time sinks and irritants.
-Rewards do not match the time spent — especially for timed modes.

Improvement suggestions (constructive)

-Add a global “Skip animations / Accelerated mode” checkbox in the trials settings.
-Shorten/accelerate the trial-master, interaction, and unique monster death animations — or allow a “short animations” option.
-Reduce empty corridors or fill them with interactive content (small activities instead of pauses).
-For timed trials — increase difficulty and/or give meaningful rewards to justify the format. I have never seen useful drops from timed stages.
-Rework loot — remove obvious junk or make at least some loot useful/viable for the meta.

(Ask the development team to run these trials repeatedly (10+ times) — real experience will show why the current implementation is tiring)

Conclusion
I understand the idea of “celebrating a victory” with animations — but that should happen only once or be optional. Please reconsider the time/reward balance and give players a way to speed up repeat runs. Thanks for your attention — I really want the trials to be engaging, not just another routine.
Zuletzt bearbeitet von qwiber#3404 um 11.01.2026, 05:21:08
Zuletzt angestoßen am 11.01.2026, 05:17:56

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