The issue with parrying and satisfaction is the reward isn’t good enough for some players.
If you added counter-hit mechanics which rewarded you with a temporary stagger and focus and gave a special finisher to a successful parry, maybe players would find it more rewarding.
I personally think the amount of focus you get from parrying is rewarding enough but that’s just me.
On the subject of real modifiers, it seems like all suggestion are overly complicated and implementing them is not viable and should they be implemented, it would create more nagging from all ends of the spectrum.
You could simply streamline the realm modifiers as such:
Risen (This would be the game as is right now. Micro staggers, hand holding and easy combat)
Wicked (Play as the devs originally intended the game to be pre-BreachHotfixes)
Torn (This would basically be Wicked mode with Hardcore elements and even more challenging enemies)
And, if you die in Torn mode, your character would turn into a torn version of itself and spawn on the location of your death. You would be able to go back with another character to fight them and if you defeat your torn version, you get some or all your gear back.
I agree and would only add two small ideas that should make parry more attractive for an average player (such as myself):
There are certain enemies that aren’t staggered by your parries. Like that Riven Twins boss, who has annoyingly large AoEs that can’t be stopped, as they couldn’t care less about your parries. It’s by design, I get it, but maybe if I can parry, say, 3 of their consequent swings in a row (and they can sometimes do like ten clockwise swings), they should be staggered.. maybe?
If you wear a shield while you parry, the penalty for a failed parry could be less damage taken, kind of like in Dark Souls. You still take quite a lot of damage, not as much as you’d take without a shield. Maybe this should only apply to light shields, as I don’t see anyone blocking with them anyway.
I agree they shouldn’t jump right into this. Once it’s in the game you can’t take it away. You can’t put the cat back into the bag.
I think the suggestion to have a central waypoint in each region with shortcut access to the surrounding areas would be better and respect the original vision better than limitless fast travel.
I don’t think it’s intended to be a viable in combat heal. Mostly for healing up outside combat. They want to limit healing in a fight so mistakes matter, otherwise you never die to the boss unless they tune the bosses to 2-shot people.
Its main issue imo is it has a pretty harsh health to focus conversion ratio.
You’re sitting stationary for like 5+ seconds to spend a full bar of focus in exchange for a bar of health.
Well, guess what, some builds entirely rely on focus for damage delivery. So all that health they regained by spending all that focus will likely be chipped at by the person having to go back in again to generate the focus to function.
i do not know more than u guys, just speculating. but for multiplayer, especially with pvp in mind, it would just break the balance if u could farm epic loot in easy mode, then go on and ruin someones day with it.
that would just not be fair. while others invest hours, blood sweat and tears, some might just farm for loot in easy mode and be “competitive” in no time.
and not sure if a player marketplace is still in discussion somewhere, but if that should happen it would absolutely destroy the economy if u can easy mode farm gear and sell it to other players.
at least for easier realm settings, it should not be possible to just realm hop.
This comes with the corollary of “if players playing in easy who have no intention of ever playing in souls mode, cannot get armor and transmog in their preferred format, then what good is the mode besides a mode to watch the story? They’ll just stop playing after finishing the story, they won’t select a soulslike difficulty”.
Clair Obscur Expedition 33 is a massive success and has multiple difficulty. No difference in loot. People can get loot and transmog regardless of difficulty. Nobody on expert seems upset that the story mode guy beat the optional pinnacle boss without requiring perfect timing parries and highly optimized and grinded builds.
Look at another Soulslike, Khazan. Fairly successful, normal and easy difficulty. Easy difficulty has no difference in drop rates.
If the argument here is that people who do PvP will feel pressured to farm easy to obtain gear quicker, then PvP can just have its own dedicated gearsets, or for the sake of competitive balance like any serious PvP game, have its own dedicated stat templates when you enter a pvp zone, so nobody has any power disparity – which is how PvP is supposed to function, people should be on equal footing, not have advantages based on how much time they grind the game.
I might not get read BUT id reccomend possibly saving open ended travel for after they reach somewhere toward halfway or further in the game. Maybe after you reach the second town.
This way the introduction time has the player forced to learn a large part of the map and then, once they have leveled a bit, the map could open up as the map gets larger
But early on it might be nice to have them sort out the layout a bit before jumping around.
But maybe im biased.
Also atm i can shot my bow and maintain focus without melee
I used some gems that gave me focus gains in combat so once i can shot the bow im albe to keep shooting without dropping focus.
This only stops once ive left the battle area. But i understand new players might not know they could set it up that way.
I agree, but the point is there are players who bought this game with the sole intention of a single player experience. If their SP experience is then handicapped to cater to the multiplayer players who are upset some guy in PvE is upset that they have the same item he has for less grind, it’s going to be a no-win scenario.
I see this exactly with the mentalities in MMOs. If you cater to the dog looking at other dog’s plate of food, then you get all these multiplayers where it’s a neverending parade of fighting and resentment over X class being better than Y, x raid mode having too good rewards compared to y mode, etc.
The reward of a game should be your enjoyment playing your preferred format and way, not your standing next to other players.
In PvP this is even worse, because if everybody is not on a level playing field and it’s about who grinds what, then you get imbalanced messes with low participation by late adopters as the hardcore players will always outpace them and have competitive advantage based on time spent.
Imagine League of Legends, if a Challenger player who has been Challenger for 3 seasons is granted that his champion now does % more damage, better items, and lower cooldowns just because he’s on a higher league and had to grind more rank. Nobody except people with tons of amounts of time would bother playing, because playing in Bronze or even Platinum would be worthless unless they made it to Challenger. Most people are not shooting for Challenger.
and how about player marketplace dynamics etc? won’t singleplayer players get super upset if prices are ruined because someone farms stuff “cheap”? i really get your point, but u can turn the around as well. why cater to the singleplayer players when the multiplayer players might get mad? do SP people have more rights to their feelings than MP people?
having simple restrictions that for example story mode stuff stays in story mode realms that does not hurt anyone. does not hurt the SP story mode player, nor the hardcore pvp player.
I absolutely agree with story mode stuff staying in storymode and offline/single player campaigns being restricted to their own little realms. So long as their rewards and experience within their own realm does not get hurt for the sake of multiplayer or PvP, that’s cool with me.
To be clear, I just don’t want a scenario where the story/custom mode mode player who plays offline single player to be told “an online multiplayer guy might get upset if you have these legendaries just like him while he played on hard, so we’ve made it a a 12% drop rate compared to their 40-50%, enjoy your low drop chance grind or play hard like them”.
I personally don’t want to deal with an online marketplace. I want stuff to be obtained directly via gameplay at reasonable rates or directly tied to clearing certain content instead of having to use an online trade market like Diablo where people use online trade to circumvent bad RNG and low drop rates.