I'm gonna get straight to the point on this. While so far I have definitely been enjoying the Endless Archive, there are a couple points that really need addressed.
First: Gothmau. This has been stated many, many times already on the forums, but this single marauder is WAY overtuned. In my run tonight, on arc 3 I was given Gothmau as my marauder to fight for this arc. He spawned directly on top of me and 2-tapped me before he even rendered. That is to say, I took two 21k hits plus a 7k DOT tick from his bleed before I could even target him in Arc THREE. The only way I have found to consistently kill him is via DOTs and kiting while trying to be sure to dodge his ranged attack (of which he is the only one to have a ranged attack).
I've had plenty of opportunities to test this because of point number two: Gothmau seems to be spawning at nearly an 8:1 ratio compared to the other two. In a duo run through Arc 9 last week he accounted for 7 of the 8 marauders we fought. SEVEN. This isn't an outlier, either. Previous runs all have similar spawn rates for him. Something is seriously off with the way these marauders are chosen, and it's not just that I am remembering them based on their difficulty. I have recorded gameplay that backs this spawn rate up.
Third thing: The maze puzzle at least on its highest difficulty is functionally impossible while solo, at least for controller users. The time it takes to play the animation of activating the switches (and solo you have to activate them all before running through) is long enough that the first switch WILL be turning back before you can reach the opening in the ink pools. The animation needs shortened or the time the pools stay open needs lengthened. Not by much, but as it is it appears to not be doable.
Fourth: The DOTs enemies apply in EA are ticking way too hard. The Poison Injection from the archers, for instance, routinely ticks for 5-6k in just Arc 2. Simultaneously, the DOTs are so infrequent as to make it a poor choice to slot a cleanse.
Fifth: The discrepancy in power between visions is way too big. Focused Efforts and Ferocious Support are both incredibly strong while the direct damage, DOT reduction (see item four), and similar are so small as to not be noticeable. I am NOT arguing to nerf the strong visions. I am arguing to BUFF the weaker ones up to the stronger vision levels. Huge burning ticks or a heavy attack placing a DOT that ticks for 15-20k is FUN. +3% direct damage is not.
Finally, item six: Verses will often be so overpowered as to trivialize the next round or so useless as to not even be worth taking. Fire Orbs, Fire Aura, Exsanguinate, and Swift Gale are all huge spikes of damage but the verses such as Guild damage, the damage mitigation verses, or resource restore ones feel like a waste of space. One outlier here, specifically for werewolves: Archival Worldliness. Perfect. Absolutely spectacular. It's just too bad ZOS forgot werewolf plays as a class when making the EA sets.
Other people have other feedback, I'm sure. This is mine, at least for the moment. I've been doing this almost exclusively since it came out and have gotten into the top 10 on both solo and duo leaderboards over the past couple weeks. Overall, I gotta say I'm quite happy with it. The difficulty scaling seems on-point, the transformation verses are ridiculous and fun, and the rewards are... well, they're okay. If we could just get these few things addressed it would be significantly better.
And, of course,
@ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler
I don't expect a response from any of you, but I hope you at least read this.
Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"