Balance for end game and keeping the soulslike element

I only wish to continue playing what is considered a soulslike game. I do not want that element removed even by the end game. Here are some of my suggestions:

  • Let one shot potential be possible with 10 or more buffs e.g. drinking several potions and consume food buffs. I stopped using potions or consuming food buffs when I’ve crafted my ultimate weapon, so the potions have become useless for me to collect at the end game. This way, they are still relevant in the game.

  • Actually, also make abilities or rune attacks that make one-shot moves possible cast time longer 4-5 seconds. Im looking at you “Armageddon” rune. I get some people want that overpowered attack move. But seriously that just defeats the point of playing a soulslike game. If such an attack is possible, perhaps it should require some process or method to achieve it. So why not make the cast time longer to achieve such things? Isn’t that only fair and remain a soulslike game?

  • The gems currently are too strong and kind of straightfoward, making it uninteresting. Im talking about the Enchantment power increase gems. By the end game my damage can be increased by 300% of the average boss’ health and one shot them, even with level 4 outbreak. This just removes the soulslike element completely!

Hopefully, these can be addressed. These are just the top of my concern when playing the game for so long. I don’t feel like playing the game after I’ve achieved immortality. I had fun when i was challenged. I don’t want to reset and play in tutorial mode once I reached the end. :frowning:

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100 % agree and I thought about it aswell.

I think the easiest solution would be without touching runes etc making enemys scaling harder with HP and DMG or smth. I feel at some point even on hardest difficulty when you hit a certain threshold its only about one shotting and that is where the soulslike element is gone.

The idea is that you have your optimized Build but still can be rekt if you dont play properly and enemys last way longer in fights aswell.

Like plagued area mob strength is right now in endgame but through the campaign.

in the latest Q&A, Thomas Mahler said that all of these one-shot mechanics are going to get scaled down and their vision is to NOT have screen-wipe abilities. he also mentioned that players having a lot of power is going to come in handy when later content is introduced, which is going to be much harder. i had the same concerns but it seems that the dev team share our idea of keeping the game engaging and not allowing insta-kill mechanics to spiral out of control.

you can watch the Q&A on their twitch, youtube, find it on discord

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