1. Combat
-currently life sustaining options in the game are pretty limited, lifesteal on gear or similar mechanics should be moderately accessible
- jump attacks cannot be aimed while performed (which gives them a clunky feeling and causes them to miss
-sift mechanics are frustrating (more in 3.)
2. Build diversity
-high reliance on unique items since they currently massively outperform any blue items, while being incredibly hard to acquire
3. Late/Endgame
- rifts: -every rift plays seemingly the same with pretty much no variance on the boss
-currently running rifts on soulstorm downtime, the flow mechanics in the sift become incredibly frustrating with the individual build's power heavily fluctuating
- soulstorm: very dry gameplay loop, they are fast to finish with pretty low payoff (shards)
-shards are vital to creating a good build, so soulstorm is good to run whenever possible, however rift rewards themselves don't excel in a particular aspect unlike soulstorms (e.g possiblity to implement higher droprate for sift specific uniques, which could mitigate or alter the sift flow mechanic)
-lack of enemy affixes (soul-corrupted enemies spawn with typically only a single affix, 2-3 affixes or map specific buffs/debuffs in exchange for would drastically increase gameplay variety)
final word:
while I do understand that the game is still in it's early stages, I'd like a soon systems improvement going forward to improve player retention to give the game the longevity it deserves
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