- The skill system needs extensive wiki consultation to understand. No Ingame documentation of that
goraee is working on that, there is currently a book you can make in game that has the start of the skill explanations (book surrounded by four limonite ingots, I believe).
- The wiki is not really descriptive and up to date. There is also no ingame documentation whatsoever. Tooltips woulda been nice
Most wikis are volunteer efforts. The post right before yours indicates the wiki has been updated with the latest info for the Departed version
- So are the staffs and the entire runing profession
The staffs seem to be situational (though whether you actually need to use them in a situation is another thing altogether). The Archmage enchant removes most of the rune costs, plus there is the Rune artistry armor, those make staff use work a bit different.
- Animus skill is basicly free if you place a brick on your mouse for 10 minutes
Yeah, there is an exploit for that. Maybe that will be fixed.
- All the individual armors are just 50 shades of slightly recolored diamond armor with potion effects added onto them
At first glance, I can see why you would see that. But many of them are situational (some are even required for certain situations, like Vox Ponds), and synergize with other equipment in different ways. If you have played other mods that have armors that combine what multiple sets of AoA armors do, then your impression is understandable, but AoA like most mods is not balanced against them.
- The early game is punishing and once you get to sapphire the entire thing is entirely dull and easymode
I submit that the early game is easy mode as well, but this pack was never intended to be a hardcore pack. I play in hardcore mode, but I do that with every pack.
- The minion system is useless on servers (they lag and bug out) and borderline useless in single player
Minions are situational, especially their are situations you do not want to have them out.
- The dimensions have no uniqueness to them. They feature mostly color shifted version of stone or obsidian + 1-2 ores in the ground, and some generic nether/end/biomecopy design with equally color shifted blocks on the overworld.
Eh, every dimension in modded Minecraft is basically like that. Twilight Forest to me sticks out as being more different, but that dev only has to focus on content for one dimension.
- The progression curve (if it even exists) is really wonky and not really there
The progression is not really linear. Its boss based. If you want the best sword in the game (Skeletal), you go to a jungle, hunt the mobs there until they drop the Precasia realmstone, go there, get the item to summon the boss (Skeletron) which is dropped by a mob in Precasia, fight the boss and hope it drops. You do not have to go to any other dimension in order to do this, theoretically, though you would probably want to in order to survive. This pack sort of breaks that need, however, as the big magic mods provide options that allow you to ignore the options AoA intended to be used.
- The infusion skill is weird and borderline useless (other then armor and meele weaponry, nothing is enchantable, so you cant really do much with the exp
The wiki has the following infusion enchants (besides the vanilla ones), though I have no idea if they actually work:
Sever: applicable to Greatblades, increases damage by 20/40/60%. Level III max.
Crush: applicable to Greatblades, increases knockback. Level II max.
Shell: applicable to Guns, increases damage by 20/40/60%. Increases fire delay by 20/40/60%. Level III max.
Control: applicable to Guns, reduces recoil by 25/50%. Level II max.
Recharge: applicable to Energy Weapons, reduces
Energy usage by 20/40%. Level II max.
Overpower: applicable to Energy Weapons, decreases fire delay by 20/40%. Level II max.
Slice: applicable to Scythes, increases damage by 20/40/60%. Level III max.
Windfury: applicable to Scythes, gives Speed I/II/III when holding the scythe. Level III max.
Archmage: applicable to Staffs, removes rune costs excluding
Life Runes and
Distortion Runes. Level I max.
- Every armor in Nevermine is equally protective as diamond armor, making the choice purely on personal preference (means if you prefer the speed armor, you can get your endgame and forever armor in less then an hour)
This is not really true; while the base protection value of all the armors is 8 (diamond), some are more protective than others. For example, Weaken armor gives Resistance I buff, others give health regen of various levels in various situations, one give you a heart shield similar to the absorption effect or runic shielding, etc.
- The bossfights can be easily bugged and aren't all that interesting (haven't killed all of them yet, but from what I see)
This is mostly true, but I do have an appreciation for how hard it is to make a boss fight in any game interesting, let alone being confined to the restrictions that Minecraft imposes on the developer. It looks like Mojang is working on boss fights in general for 1.8, maybe future mods will be able to take advantage of that.
- The hunter skill and the fact that "to hurt this specific mob you must grind at least this much" is a cheap cop out as progression blocker and of next to no effect anyways
I believe it is meant to give you a bit of caution no matter where you are, that there are certain mobs that you need to NOT fight while you are spamming whatever death you are dealing at the moment. I like Pinchers the most; highest level hunter requirement right there in your overworld ocean ready to eat you on day one if you are not paying attention.
These are a few gripes that I have atm with this mod. Might be its just not for me, but it feels really cheap, really poorly made, really non-effort and not engaging in the slightest.
I disagree. There has been an incredible amount of effort put into this mod, more than most, its just that the scope of this mod is so much larger than most (you see any other FTB packs that are built around a specific mod?) that it will by necessity lacks the polish in a lot of areas that other mod devs can take the time to put in their mods. However, the polish can be added later.