Since different people want different things from different genres, it seems to me that all opinions are correct and that it would not be a mistake to bias them toward one or the other.
But I still can’t give up on the new possibility of mixing the two genres altogether.
Enjoying a fight to the death with a strong opponent or using runes seems to me that neither is a bad thing.
I feel that in order to mesh soullike and diablolike, the enemy side needs to be adjusted more than nerfs on the user side such as HP recovery and concentration.
The balance of player characters is close to perfection, as it was felt at the beginning of the game.
Currently, it is rune spammable against all enemies. There are no achievements or anything. So how about we completely define and separate the types of enemies.
Diablo-like enemies.
First, we should set up rune spammable small fry enemies and increase the number of simultaneous appearances. This is where ranged attacks with two-handed weapons and runes on the player’s side can come into play. It is best if the movement speed of small fry enemies is also increased so that they gather to the player before the stronger enemies do. The damage and stance attack power inflicted by enemies should be weakened. Items should be easy to drop low rarities such as white equipment.
Enemies like souls
First, increase the strength to match the player’s level.Place them where it’s easy to fight.
Bosses and strong enemies will parry and block single rune attacks or counterattack painfully if they are in perfect condition with no gaps.
Adjust the player’s ranged attacks so that they do less damage. Make it easier to drop rare items such as purple or gold equipment.
You can create a Diablo-like stage with only a large number of small fry enemies.
If there are several strong enemies less than a boss, individual attacks such as assassination or splitting up are options.
In the pattern where a boss or a strong enemy is accompanied by a large number of small foes, there are also options to reduce their numbers while escaping or to attack them all together by exploiting an opening.
Players should take a good look at their enemies and be forced to make judgments and decisions. They will also set up weapons that are advantageous to the situation.
This cannot be achieved with a crucible-like arrangement of enemies or with completely random placement. It requires the sense of the development team, so to speak.
The development team seems to be lost for direction, but I am hoping for a perfect fusion of the two genres. It is not impossible.