Lynexia here, Long time player no time thread writer.
Wanted to do my bit for early access and give a big ol’ bundle of feedback about the game and how it currently feels to play as a ‘sometimes’ or ‘casual’ player.
Right now I have one major issue with shards and that is not enough of them. Now I know this is generally part of the game and they shouldn’t just be handed to me willy nilly but I’ve noticed that I get a big fat truckload of higher level shards but almost no lower level shards. This creates a big bottleneck when changing gear with the new set bonuses where I don’t seem to be able to accumulate enough enough minor and lesser shards to catch my gear up in any sort of reasonable time frame. As it currently stands I believe it would take months on end of grinding to to catch up even a single piece of gear without spending real money and without knowing what element is going to roll up on uncommon gear putting that amount of effort or real money into a single piece of gear seems too risky to bother with.
There are a few ways in which this can be changed to help it feel less draining to get gear up to speed that I believe will help take away some of the tediousness.
Allowing the use of higher value shards to substitute for lower value shards when used to upgrade gear. This has a few benefits as it gives players the choice to use their higher value shards meaning they can catch up gear faster but it will also mean they will need to farm more of the higher value shards once the gear is caught up.
A system that prioritises dropping shards that are needed from chests based on the players currently equipped gear. This is a much less business viable option since more shards means less crown purchases but it would make people happier?
Pre-levelled gear from higher level chests; Maybe not super high level gear dropping but maybe if you’re doing difficulty 1 or above gear from chests could start at level 15 rather than level 1.
Start of Battle Board Control
This one is something that has bothered me for a while, basically I find that once I have enough mana, I can essentially take control of the board completely and more or less will not be able to lose no matter how hard the enemy tries. But the thing is that getting that control all depends on my starting board.
I’ve recently found that if I do not get a good starting board I should just retreat and re-enter the battle until I get something that looks useable. In that light I believe there should be some way to influence the board before starting the battle otherwise I’m spending more time in menus than I am in the fights and I assume that’s not intentional. I hoped that set bonuses would be able to fix this issue but from what I have seen of sets thus far that is simply not going to be the case.
Gems over Spells
As a match 3 game PQ3 should be about matching gems but instead is about getting mana to cast spells which is where the real damage is. While I don’t mind if spells are doing damage I do feel like matching gems should be the star of the show and the bulk of the damage should come from that.
Solution to this is pretty simple, nerf spells buff gem damage.
Ending my turn against my will
I understand why the devs might think it’s a good idea to end my turn because there is nothing left on the board to match up. But just because there is nothing left for me to match up doesn’t mean I’m finished. Setting myself up for my next turn is extremely important in my build and as such having the game take absolute control when all matches are used up is very frustrating. I wasn’t done yet.
Simple solution; add an end turn button instead of just assuming I’m done. This will also solve other issues where there are gems that I do not want to match that I am forced to because there’s no other way to progress.
While I have gotten used to the way the UI works now I do feel the need to point out how unintuitive it is to navigate.
I think a much better way to do this would be to just have a character screen with slots on it and my inventory of gear next to it more in line with a more traditional RPG style
Random gem Conversion
While it does seem like an amazing idea to convert gems randomly when I use a spell, start or end my turn in theory. In practice it can sometimes be extremely detrimental as sometimes it will replace a gem that would have otherwise been used to secure a big match or even a stun match.
When this happens it never feels like a win but more like you have literally gimped yourself. I think it would be good if this was changed so that it could not impede on immediate matches available in one move before starting to match.