I’ve played a lot of this game and while I do like it I think it’s pretty weak generally and it’s a problem the game functionally can’t overcome. Let me explain.
Xianxia is an extremely MMO-pilled genre in my reading, it’s basically all about power-levels and grinding and gamified social relationships, at least in the modern age (apparently in older media it’s more akin to like, wacky cartoon fantasy, which seems more fun). Parallel to isekai, basically. There’s tons of light novels / “webtoons” that follow this formula online that people I know into xianxia have recc’d me and I’ve skimmed and bounced off of.
Where wuxia - the genre’s direct forebear - is often about “lowly” characters like peasants and monks training to become strong and fighting for justice, xianxia is the inverse; you are destined by Heaven for greatness by virtue of your genetics and/or fate, and it’s just figuring out the right pills you need to swallow and people you need to suck up to in order to achieve this godly ambition. You’re still “fighting for justice”, but now instead of justice being protection of the weak, cleverness in the face of a powerful antagonist, or whatever, it’s maintaining the divinely-mandated social order. I find it… ideologically distasteful. Self-justification for selfishness, greed, and oppression in the name of eugenics and wealth. Gross.
For Tale of Immortal, this means that being “more powerful” than someone else literally just means you stomp them every single time in battle. There’s not really clever-type heroes in the genre, at least as a rule, because then that kills the power fantasy of "I trained and unlocked the immortal potential of my superior bloodline. The absolute widest gap you can fight someone is maybe from like Low to Mid in the same ascension tier, or Mid to High. God forbid someone an ascension tier above you decides to kick your ass, because you WILL lose and then the game will randomly decide if they kill you or not. Fun!
The social dynamics of the game are mostly about extremely powerful people who can kill you in one hit bullying the shit out of you. The mechanical dynamics are about roaming the map effortlessly wasting simplistic enemies with an extremely limited skill pool with dense, borderline meaningless diablo itemization. As wide as a lake and as deep as a wading pool is the way I would describe it. The moment you want to get deeper into some system or another - socializing with your peers, buildcrafting synergies - you realize that actually there’s not all that much to systems that evoke but don’t deliver depth.
The one aspect I do quite like though is the sects. Diving into them evolves the game into a sort of RTS/RPG hybrid where doing quests accomplishes objectives that power up your subordinates and that’s kinda neat. Still pretty shallow in reality, but at least it actively gives you things to do.
I’d classify it in my personal headspace as a “depression grinder” in the same vein but worse quality than Diablo or an open-world icon lawnmower game. It’s serviceable in that respect, but ultimately kinda bad.