It may have been endgame before the breach update but now it’s positioned as something parallel to the campaign and you don’t get loot from the levels anymore, only middle and end. And I think that’s a better idea since now the endgame is the plague system. They also added elements like gating the respec to it, and unique items like house teleports to it. So they mean for the player to play it alongside their campaign.
I don’t know why you think it “weakens” the food system. It’s there for everything else. And if you don’t have to farm that much then you have time to play other parts of the game. The Crucible will even be expanded with others modes that have been teased already, so playing those on top of the one available makes food farming take even more time.
Many people, I’ve seen, have voiced their concerns that the town aspects of the game should be optional because no everyone likes it and to force it to make the other parts of the game not feel limited is important. Not everyone wants to play Stardew Valley on top of their Souls-like ARPG. If you need to farm runs, and the actual farm, just to not run out of healing for the other game modes then that’s a pain point many are going to complain about.
Yes, you have early entry, but maybe also because of the food system. I mean, you might not like it, but Moon said that farming and mining are in the game so that players have to interact with the world and keep going back to old areas to see what’s changed.
With that in mind, you can’t go straight into the Crucible and level up because you’ll run out of food. With unlimited Estus, you can level up to max level, even if it’s just one Estus that keeps refilling.
Besides, it’s still end-game content, although not exclusively. You might not want to farm food, but with the Estus system, maybe no one has to, and I’m just wondering why Moon would put so much work into it if they know that in the end, only a few players will use it.
And don’t get me wrong, Moon wants your feedback so write it here, if that’s what they want they should add an estus system on top of it, I only sell the food that I don’t need for money that I don’t need but personally I think that these two systems get in each other’s way.
“Moon said that farming and mining are in the game so that players have to interact with the world”
I agree, and the campaign is already enough with what it does. They want to implement a so called ALIVE system, but it’s not complete. When it is ready, going back to areas will have actual content you will want to experience rather than just going there for weeds.
"With that in mind, you can’t go straight into the Crucible and level up "
These are just objections that are valid when keeping the systems intact. But if we just already accept that a unique healing system for it is better, then the problem of overleveling can be solved by gating the level of the enemies to campaign progression. That way running it just for XP doesn’t add up because it’s minimal and the same time could be spend leveling in the campaign.
"but with the Estus system, maybe no one has to, "
I only mean to suggest the flask system is exclusive to Crucible modes. Outside it would be food as usual.
“And don’t get me wrong, Moon wants your feedback so write it here”
I’m sure they have their own ideas in mind for a Crucible expansion of sorts. It might even be better than what I’m suggesting. But at least I want to voice that the current system could be a lot better with different mechanics.
At this point, I have to say that my English is BS, so maybe I’m misunderstanding some things.
Weeds are just one point. I mean, you don’t ignore mines while farming, do you?
But you say that when I reach Sacra, I can quickly check the next area’s level, then go to the Crucible and level up until I’m at the same level as the next area. (Then I won’t get any more XP?) But without collecting materials, so I can’t level up my gear and get to the next area with even less food?
And yes, you should bring it up! Like I said, it’s important! I just like to talk about it because I definitely overlook things on my own, and it’ll definitely make things easier for Moon if at least the first (possible) balancing errors have already been resolved.
yep. Getting a guaranteed unique item should somehow make you try. Now the entrance to the crucible is free and without a timer. This means that you, like me, can improve your equipment and train the boss a little and pass 8 times out of 10 (It would be cool if rebirth saved you from falling) without much expense. The game already gives you several healing options. i heal rune.
you can try ice builds, i heard with them the boss is in eternal freeze.
At the moment you do not lose anything except a little food for failure, with estus nothing at all.
The game provides players with a huge range of possibilities, just experiment.
instead of the momentary balance that in your opinion is urgently needed, give the developers the opportunity to work on the game. Finish the game and optimize it. Ahead of us are waiting for many mechanics that can change everything. Balancing should be done when everything is ready. Why decorate a house when you haven’t built the wall yet?
I think as a developer, you should at least keep the balancing of your game in mind. You can’t just put up random walls everywhere, preferably without doors or windows, if you want to build a house.
But like I said, if Moon wants to try it out, they can. I don’t have a problem with it, but I just think it will affect other systems in the game, and yes, that doesn’t necessarily have to be a bad thing. But it could.
This is a feedback forum for EA and I gave some opinions, that’s all. The problem with being able to bring too much stuff into the crucible is that it trivializes the challenge. Limiting what you can bring means the challenge can be real for everyone. And for those who haven’t farmed so much that it means the Crucible will stunt their campaign, it makes it a terrible option to run. Especially when content is gated by its progression like the respec statue.