Crucible fall of edges *needs* to be removed

passed Crucible already more than hundred times, fallen just a few due my own mistake. If that too complicated to you, just play something else or stop be under something when you play that game. Crucible is easy to play and requires much more places to fall and higher level of difficulty.

i also played crucible lots of times and fell to my death in only few of them. But the ammount of times that i have fallen off a ledge greatly outnumbers the ammount of times ive died to an enemy, provided i wasnt underleveled

If crucible had more interesting / engaging encounters and the overall combat system was greater, making ledges a non-instakill would be good for the kind of area Crucible aims to be.

And if crucible stays the way it typically feels, then i think getting instakilled near the end, after a sequence of somewhat unengaging rooms that often feel like just some padding you want to get over with faster, also doesnt really add anything positive.

Can’t agree more.

90% of my deaths in the Crucible has been to randomly getting knocked-, or somehow falling off the edge.

It’s not a fun and engaging mechanic. It’s just frustrating.

If nothing else, make it a bit more balanced. Spawn harder mobs on maps without ledges and easier mobs where you also have the danger of falling down.

Fighting a large mob on a narrow ledge where a roll in the wrong direction, or a knock back, will end your run is, again, not fun in any way.

I’ve seen the ā€œGit goodā€-crew posts above. But this isn’t about skill. It’s about bad luck and thus poor level design.

Even though I hate falling off stuff in the crucible, I now appreciate the danger and am very careful not to fight near the edges where possible.

I think it just adds a bit more difficulty to the current end-game zones which are meant to be very challenging… so I would ask the devs to leave it in the game!

Exactly, stop fighting near ledges, this is a soulslike game people, dont you know how to draw agro and run to a better spot to fight?
I do this all the time inside the crucible and i think i felled once because i overextended my attacks and went down with the enemy, my fault, not the game, you guys want safety rails on the nameless pass too?

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What an unproductive answer. Like
ā€œYou guys must be dumb, I never fell off so that means there is no problem or discussion to be had, I only ever fell down once! Hahaha you most be idiotsā€ attitude

So i shared my experience inside the place, gave advice how to not fall of the edge and all of that was unproductive?
There are a lot of people who likes to brag they are good at soulsgame, the gatekeepers, but on the other side there are those who dont want to learn anything, they want to change the game instead of adapting and creating new tactics.

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I said I also fall off edges in the Crucible and elsewhere, but have learned to avoid doing it, and now appreciate the danger.

There is a big risk that devs makes games too easy and they become bland and uninteresting. More memorable games tend to be way more difficult.

Take MMOs as an example. my most memorable MMO was Everquest, where you died and all your incredibly hard-earned gear remained on your corpse in the bottom of the dungeon and vanished if you were not able to get back to where you had been within a certain amount of time. People STILL talk about this 25 years later. Now MMOs are so easy and dull that companies struggle to keep people playing them for very long at all.

Ok so hear me out, what if they made the crucible challenging & engaging by having more actually tough and tricky enemy encounters, instead of the current formula where 95% the risk before echo knight is just falling to death?

I find most enemy encounters are pretty trivial and stale, so the crucible’s normal chambers feel like a pretty monotonous and stale runthrough to Echo Knight after the novelty wears off. So the slim tiny chance of dying at chamber 8-9 of fall damage doesnt really anything but waste time. Yes, its extremely easy to avoid and should happen rarely when playing properly, but i must say its way more likely than being killed by actual enemies (bar the boss) once your setup is half decent

I would much prefer if they made the crucible enemies far tougher, which would also make it far easier for enemies to push you off a ledge when playing properly. Then you could combine this with ledges merely dealing heavy dmg / stagger in the crucible and things would be so much more interesting imo

Devs said the other statues in the crucible will have diferent gameplay, so one was boss rush, that would be interesting, although we need a finished game for that or the boss rush will consist of darak and the twins, since worrick is a run of the mill enemy late game, like the soldier of godrick gimmick at elden ring hehehe.

Fair point, why not do both, have the danger from falling AND make the enemies harder? That wouldn’t be stale, that would be super challenging!

For many runs when I started doing the Crucible I was dying to the normal mobs, until I worked things out, now less so.,

My problem with the crucible isn’t falling or enemy difficulty, it’s the length of the Echo Knight fight at the end.

It’s excellent the first time because it’s so difficult, frustrating and long, plus you have a difficult process to even get to the fight, but there’s no way I’m doing the challenge to ā€˜complete 5 crucible runs in a day’. The fight goes for 20min + and you have to be intensely focussed, you end up using a lot of good food, and can easily die at the end… repeat five times in a day! No thanks!

I guess once the other statues come online, you will have more variety and the 5 runs challenge would be nice.

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Thats because you are like me, you dont spam runes like crazy, so the fight takes awhile, with the crucible buffs now i can only kill the echo knight with ease if the buffs go my way, like way less cooldown for foods, a lot of damage buffs, the lightning on strike is amazing and so on.

But on the other hand, i have learned his moveset way faster with this crucible version, the old version was not as fast to get to him, we have this advantage, if the nerf hammer comes for runes the youtubers and spammers will have a hard time with the bosses, until they figured them out, its not like they are bad players hehehe, they are just using the mechanics given by the devs, even if broken imo.

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i also agree. fall damage needs to be increased. also there should be a teetering mechanic like zelda, where you can spam the opposite direction to rebalance. while the rag dolling in no rest is fun, losing runs to fall damage is uncool

I think the only real challenge, aside from the boss, is in falling off the edges. If you remove that aspect, the task would become ridiculously easy. The difficulty comes from navigating those limits, and without them, there would be almost no complexity left.

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If the only challenge comes from falling off of ledges, isnt that a pretty bad thing?
In fact, if theres no challenge in the enemy encounters themselves and theyre just a chore before the boss, an instakill death pit adds nothing good, in the worst case its nothing but a pointless and excessive waste of time.

so once again, why not make the crucible rooms and encounters far more engaging, including far more likely to have enemies throwing you off of edges? That + making the crucible’s death pits not instakill you would be a pretty big upgrade

Honestly yeah, the current state of being instakilled when falling off of the Crucible is just worthless due to the lack of challenge in the enemies & the poor targetting/tracking. I cant at all defend it when the current targetting/tracking/lockon system is completely screwed and in major need of improvement.

Going through several pathetically easy chambers, only to get instakilled near the end because the rune attack went the opposite way of the lock-on. So fun.

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Look at the video, you agroed the whole room, running around fleeing those giants and you tried to get a hit between them.
Sorry but the problem here is people doesnt seen to know how to pull enemies, if you get too close you agro, draw that enemy to an area you cleared and you will fight 1v1 instead of that mess. Its even better with a bow, you can shoot, agro and run to a save spot.

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Ah yes, the problem is that i played in a ballsy way that gets the most out of the combat system. Not that the rune attack decided to go the opposite way of the lock-on.

The problem is totally that i did my rune attack that would instakill the giant safely at the right moment which would not only probably leave me unharmed, but just in case the other giant attacked : it also would knock me towards a safe direction, keeping me alive regardless, and letting me clear the room faster either way. Its totally not the fault of the character continuing to track towards the death pit despite the lock-on symbol being in the enemy i wanted to hit.

I know how to pull enemies, i know how to kite and be slow. I know how to maximize the safeness and minimize the coolness of my gameplay. That doesnt mean i always want to do it (specially not in a place filled with trivial and easy encounters), and that doesnt mean the game’s flaws should be excused by the fact you can avoid it more often by being blander. And just because you play like this all the time, that doesnt mean everyone else should and that the game should be worse off because of it.

You said it yourself, you play it ā€œballsyā€, with a lot of risk, if they took off the fall what risk will you have against those weak mobs after you reach level 30 full of buffs from the crucible and geared up the wassu?
I play safe, i agro one or two and retreat, felled once in like 30 runs with 2 chars, to each their own, i wouldnt change this mechanic, or else is rune spam city without any care in the world, diablo style.

  1. It doesnt matter how i was playing, what matters is that it was caused by the lockon going the completely opposite direction. Yeah i also fall once every (large number) playing like this but it doesnt change the fact its poor.

  2. These mobs are weak as a level 16 character with several slots for gems and enchants not occupied, as per my video which you can see. If the only challenge of the crucible is falling of a cliff, and its strongly amplified by poor targetting, dont you think theres an imbalance here??? If an area feels like stale padding, then adding an instakill amplified by current targetting issues is no longer challenge, its a waste of time.

  3. Do you genuinely think the element that prevents rune spam is falling off a cliff because your targetting is poor, rather than literally anything else enabling it? Its not like youre going to fall off a cliff when spamming cone shot.

This kind of talk is why people are calling you out on the steam forums. Youd rather say anything else than acknowledging the game may have a fault in practically any discussion or topic