How does current difficulty compares to Breach Refined Medium difficulty? Is it the same or there are some changes?
There is literally nothing Zelda-like in this.
The exploration is straight up isometric souls like, which is the one good thing. Not bound by souls like combat? Are you serious? Ask anyone how the combat feel and most of them will say its soulslike. Just because the stamina look like a wheel doesnât change the fact it works like souls.
Old Zelda games tend to use puzzle tools to solve combat or dungeons, newer Zelda games is very âsandboxâ in design, which Wicked is not at all. They donât have some mobile real-time timers too.
An obtuse way of looking at it. Calling it a Zelda or Mario doesnât mean a one for one clone.
In that sense, the Mario reference wouldnât fit with Ori either, much less the sequel since all they shared was precision jumping, but Mario had no quests, no weapons, no hub development, no metroidvania aspects. Nevertheless, Thomas calls Ori their Mario.
An isometric camera is not unique to souls games. Itâs an artistic choice, and more inspired by the diabloe/PoE-type games than a souls game to begin with.
The combat is perfectly comparable to ToTK combat, it has blocks and parries, dodges, backstabs, etc; it definitely has Zeldaâs platforming and traps, and just because the game currently lacks puzzle dungeons in its tiny early access content slice doesnât mean it wonât have them in the full game. The soulslike inspirations come from the animation commits and it has the weight/campfire inspirations, but even how Whispers function and the revamp of an estus flask into food instead is a departure.
Precisely because they are doing an amalgamation of genres. You can call it a soulslike however much you want. I sure as hell donât remember any with fishing, cooking, housing, farming, etc.
Very good patch. Feel like you guys are going in the right direction.
For me, the main focus righ now would be in end game content. After we finish the campaign, there isnt a good and enjoyable gameplay loop and challenge.
The game have a good base. Cant wait to see the innovation you have stored for gameplay loop in end game
Really happy with this update ! However I just have one little comment about arrows animation. Did you guys fix the invisible arrow problem ? Regular, Fire, Ice and Electric arrows all become invisible after a few shots. As a bow player it is a bit frustrating not being able to see my arrows equipped before I draw my longbow.
The bugfix list alone is monumental!
Improving the experiences the game offers that are already live is the best bet - a great place to spend time on and youâve definitely done that.
It would be interesting to solicit feedback along two lines - one focus being perspective on features that are live, and one being for systems/features that are intended for current or future development. Great effort!
A lot of good and necessary changes. Some Iâm not sure of, but time will tell (specially the realm tier one).
I just have one main feedback (I donât know if you addressed it indirectly):
Getting runes that are native to unique weapons is really tiresome. I wanted to make a Lightning Bolt build, but with a set of spells to my liking, instead of using the Tarnished Wand. Iâve played crucibles to no end and nothing.
Can you make the runes from uniques extractables? Conversely, maybe can you enhance the rune rewards so we have a bigger chance to get rare runes (if the other option is not in your vision)? Running crucibles back to back just to get some store runes is demoralizing, just so I can adjust my build with my own style.
a patch for noobs..it doesnât add anything new and actually worsens what was the initial spirit of the game.
they only listened to the complaints of those who donât know how to play and didnât even want to learn to play without following any valid indications from those who actually played the game leaving the game totally unbalanced and devoid of variety
I do have one question:
Why have an edge that you could fall off if you have edge protection that will stop you from falling off?
Help me understand this from the game design point of view. Seems paradoxical.
Another problem to consider with the changes is how the Staff weapon category will land. It will be a pretty moot weapon if you allow wands to use their runes.
This is because wands can be paired with shields for a total of 5+3 affixes. Staffs are stuck with half of that.
Even if you somehow doubled the benefits for 2H weapons, it would still be worse than 1H+offhand/shield because the flexibility of more affix effects is usually better to round out builds.
The end product is that you have wands+ shield having 8 affixes, more armor, more poise, access to block, and staves are generally slower so they tend to be more vulnerable.
There will be no reason to run a staff over a wand+shield. And for a fantasy perspective, this real shame as staff is the iconic caster weapon, not a wand+shield.
Most casters are already being incentivized to run mesh+wand+shield since cloth+staff is so undertuned and with more downsides than there are upsides.
Really?? So what do you consider to be true difficulty? I totally disagree with your assessment by the way. Rarely if ever did I feel any Souls game was cheap with the exception of Consort Radahn. Ori games never felt cheap or artificial in terms of difficulty, and neither did FG Tactics. I mean to each his own, but I donât agree with any of your takes on these games and their âartificial difficultyâ.
Yeah why would we need ledge protection in the crucible runs? its already easy for max level players and it feels there is a lot of baby sitting going on. we are suppose to not just mash buttons and play strategically. To be honest they shouldnât force things like this on all players there should always be a gameplay toggle.
Defeats the purpose of gravity. I really donât understand that decision too.
I mean, trust the polls. Seems like an overwhelming majority of the players are happy with these changes, although they havenât actually played the patch yet lol
Let me ask you? are you happy with the ledge protection system? The reason why I wanted to play this game is because it looked like it has that Soulslike feel, skill-based combat, meaningful loot, and gear customization. I love games where every fight matters and progression feels earned. But with some changes they made it feels less like that.
I have been a loud voice against the current trajectory of the game since they started with the hotfixes after the Breach. And the trend doesnât seem to want to stop either, with every patch there is someone who cries and asks to make the game easier. There are people who write essays here about classes and archetypes that they clearly do not know how to play.
When I started playing the game back when it was first released into EA, I did so for exactly the same reasons you described. It had Souls-like combat, it had the makings of an engaging system that rewarded time investment and skill and it had an amazing art direction. On top of that, it had certain features that resembled a mini-MMO. It was a thing of itâs own, and it seemed to have the right amount of everything. Now those notions seem to wither away with each update.
Iâm not happy with ledge protection, itâs absolutely mind boggling. Why would you even have ledges anymore if youâre protected from falling? What exactly is the point of introducing an environmental hazard and then negating its effect completely?
Why are they making wand and staff runes interchangeable? Why you would you ever use a staff? Why not allow staves to use 2 handed runes then?
Why is the only reward for playing the hard difficulty increased XP gain when realistically, those who would play that mode are veterans and max level players?
Is it OK for Plague Splatter to one shot bosses and wipe out entire Crucible floors?
And with all trivial bug fixes, could they not have fixed Nith Grovebinders hit detection problem? (they kind of did)
I̶n̶v̶e̶n̶t̶o̶r̶y̶ ̶m̶a̶n̶a̶g̶e̶m̶e̶n̶t̶ ̶h̶a̶s̶ ̶b̶e̶e̶n̶ ̶a̶n̶ ̶i̶s̶s̶u̶e̶ ̶f̶o̶r̶ ̶a̶s̶ ̶l̶o̶n̶g̶ ̶a̶s̶ ̶I̶ ̶r̶e̶m̶e̶m̶b̶e̶r̶,̶ ̶c̶o̶u̶l̶d̶n̶â̶t̶ ̶t̶h̶e̶y̶ ̶a̶d̶d̶ ̶s̶t̶a̶c̶k̶i̶n̶g̶ ̶r̶u̶n̶e̶s̶?̶
Spears are barely ever played since the Breach, and they got nothing in this patch. Look on YouTube, you will be hard pressed to find a handful of viable spear builds.
So no, on the face value, this patch has absolutely nothing new to offer me as a player.
But I have to be realistic and look at the results. Ever since they made these changes, their reviews improved massively and the polls show that most people are happy.
At the end of the day, you have to make peace with the fact that money talks and this game may not end up being the game for me, you and others like us. Iâve already gotten my moneyâs worth in hours of gameplay, I just donât see myself sticking around and making content for a game thatâs turning into a joke from the perspective of depth of gameplay and systems.
They say they listen to feedback, just not the feedback from anyone whoâs not crying for more handholding features.
P.S> People who call this game a souls-like have no idea what makes Souls game special. Just because there is parrying and stamina management (until you get the right affixes then you can spam attacks to your heartâs desire), it does not make it a souls-like. I have never heard Thomas describe it as Souls-like either, he has consistently called it an ARPG and perhaps for good reason too.
I love the Needle Spear, and the scaling is pretty good. The combo is a 9-jab move, and the sprint attack is a cool jump stab like Brad Pitt does in that movie lol. I was using mainly my bow here but you can see some of the spear moves when I shatter; though that particular move isnât good for shatter because itâs multi-hit.
Same gear turns into a Spear build I just equip a shield.
The original Megaman series, Devil May Cry (The first ever)⊠Most kids who grew up on Souls games wouldnât last a minute in Battle Toads. These were games that challenge your mind and your reflexes. Not your patience.
Sure, if by balance you mean weakest. Grab a great sword, thatâs actually balanced.
Sure, theyâre weak when you donât know how to build.