Beyond the fact that it’s extremely repetitive and the bosses are recycled on steroids, the debuff system isn’t fun at all in my opinion.
So, I know, people will say, “Yes, but it’s so we adapt our gameplay accordingly.” Except that’s a bit of a stretch. With just bigger buffs on enemies and new bosses (or at least new attack patterns), we’d get the exact same result with less frustration.
It’s fun for the first few hours, but when you get to the endgame grind, which is incredibly long due to the indecent number of possible builds (which is a very good thing), you end up in a farming rotation where the debuffs are just a way to slow it down without actually enjoying it.
This is just my opinion, but I don’t see why debuffs should always be the focus of the game; we already have enough of them with plagued gear and Crucible echoes.
This doesn’t detract from the game’s excellence, but it makes endgame farming more tedious than if the gameplay had to adapt to more varied and difficult bosses rather than an annoying RNG nerf.
I know many won’t agree with me. But I agree with myself, which is already quite something^^
buro I think bc of the game already feels like a finished game you have some wrong expectations let me remind you that this game is still in beta and what we see as an endgame is not the real endgame (hopefully lmao) so pe patients
You don’t get better drops as far as I know from maxing out a pestilence zone. All you get are more rewards when killing the final boss. So I recommend spawning the boss first, then adding corruptions before you fight it. There are some ways to optimize the debuffs which are not explained. You can plague an area with just 2 sinew. For 6 more, you can max it out with only 3 debuffs. This makes farming the zones much easier, and the rewards always give more sinew than what you burn.
For me, I think some of the debuffs are too build breaking.
Consume 100% focus on focus use
Enemies have 50% stagger resistance
Enemies taking 50% less damage above half health is also a bit too much. This ok for the most part on bosses, but on trash it’s a chore, which is one of the reasons I never clear with debuffs.
It’s also way too difficult to avoid certain debuffs. Before burning sinews, I spent way too much time adding and removing items trying to avoid debuffs like these. I wish it was more clear what items create what debuffs.
Yes, I know it’s a early acces. But your coment is pointless, pestilence is still boring imo.
I’m just telling what I dislike in this game, that’s the point of a feedback.
You actually have often to max your pestilence to get the embers you need. Sometimes you are lucky and the only embers you need are in the first tier.
But sometimes you can be aswell unlucly and get annoying debuff in the first tier.
I agree with your build breaking debuff, I will also add the “lost stamina when get hit”. This debuff is just a pita.
bruh i think its “pointless” to talk with you cuz telling what you dont like is not a feedback its a statement but giving suggestions or improvement ideas is what feedbacks are for excuse my bad english but if you dont like a game you dont play thats how it works but if you wanna play but also want some things to get better or change you give feedback with reasons and suggestions or forget about suggestions you didnt even give any details about your reasons so again thats why yours were just statements not feedbacks have a good forums and a life
My first post explained what could improve the pestilence system. Please reread it.
Your first reply simply stated the obvious, things everyone knows. It’s precisely because this game is in early access that we’re on this forum exchanging ideas.
Please don’t put words in my mouth as if I hate a game I’ve spent nearly 400 hours playing.
I’m giving my opinion and proposing solutions, just like everyone else here.
But saying “it’s just an alpha, be patient” makes no more sense in a feedback context than being a game hater without offering any solutions (which is what you’re trying to make me out to be).
Agreed with this, and I’ve said as much before in previous feedbacks.
The 100% focus drained on focus use completely breaks channeled spells as it empties the bar in a single tick, making channel spells unusable, and since any rune attack drains all your focus, all you ever want to use are 100-125 focus rune abilities since the 50 focus cost runes cost you your entire focus bar and deal less damage all the same.
Same goes for stagger 50% resistance, they already massively overbuffed poise and stagger bars on enemies for solo players as collateral damage from coop balancing (and in coop you still can easily break poise between 2+ people while the solo player can’t break any poise at all outside specialized shield builds before an enemy or boss dies).
To me it’s kind of incredible that after poise buffs and parry nerf, Echo Knight will NEVER be staggered solo, but the moment I go play coop with my friend/family, the two of us with a 2H hammer and 2H greatsword make Echo Knight kiss the floor for half the fight and he’s significantly easier than solo.
They made solo play feel awful to try to nerf how easy coop can get without isolating those nerfs to the player and buffs to enemies only to coop modes.
I find way more embers from perfect fishing and digging than I do from pestilence. It is very possible to do the “end game grind” (which as mentioned before is actually not the endgame yet) without doing it in the pestilence.
Now, I do understand that you would like to see what could be a very interesting mechanic become more enjoyable to you, which is a fair stance to have. Pestilence bosses with special attacks, maybe getting a new attack for each tier of pestilence, would be absolutely amazing. It would be a LOT of work for the devs, but the payout could be HUGE.
On the other hand, if all you want are embers then the maxed out pestilence is not the best path in the current state of the game. While it is true that the more rare embers are easier to get from pestilence events, for the sheer quantity you get far more embers from perfect resource harvests. I doubt you will have more fun fishing all day, but then only you know what you think is fun. I rather enjoy the resource minigame, so getting lots of embers from it over time is perfect for me.
All of that aside, it is very rude to tell someone that their comment was “pointless.” Were you trying to start a fight? Especially when this is a feedback forum. Someone else’s feedback is exactly as valuable and relevant as your own. If their comment was pointless in this context, what does that say about your comment? Food for thought.
EDIT: I looked back at the comment you quoted, and it does seem to be somewhat devoid of any real feedback. It was just unsolicited advice. That is still not a good reason to be rude, but I do supposed that it does reduce the value of the comment. Perhaps next time someone does not contribute to your point, just ignore it?
IMHO pestilence is the best part of the current endgame.
I don’t like it for farming reason but because I like having the possibility to roam around the world while facing stronger enemies, which I prefer to the Crucible.
I agree some debuffs need a complete rework: getting the “100% focus” is absolutely abysmal for almost any build…
You’re right, I shouldn’t have responded like that.
I just felt that saying, “Let me remind you that this game is still in beta” sounded a bit condescending, so I responded appropriately.
I should have ignored it and stayed focused on the constructive comments relevant to the topic. @QuthLue Sorry for my lack of tact in my reply, the aim was not to be rude but to refocus on the thread.
Getting back to the topic, it’s true that giving new attack patterns to the bosses would be a huge undertaking for a studio that already has plenty to do.
However, removing the annoying debuffs doesn’t seem too time-consuming or complicated to implement.
Besides, there are undoubtedly some who enjoy these debuffs; everyone appreciates the game in their own way. That’s also why I’m starting this thread, to get the community’s opinion on this matter and find solutions that appeal to the maximum number of players
I think your a cool man now its ok we re on internet at the end of the day so its always easy to judge by words (applies also for me). God bless man. And keep girnding
I made it about six hours into the pestilence and that’s about all I can take. I thought the main story was compelling and it made me want to play. I get the game is in Beta so I’m not trying to raise a stink at all, just going to play something else until there’s more story to experience. If I felt at all underpowered or undergeared I think there’s a case for grinding out the pestilence but with my current build I’m still using plagued cerim armor and getting by just fine.
I feel the same as @QuthLue to what he have said. But dont assume that he is trying to make you out to be anything.(you still have the right to make that statement ofc)
However i know me and @QuthLue both are in the wrong here you have every right to make this kind of feedback because its still valid feedback. if it had the tag suggestion without any suggestion it would have been wrong i guess?(correct me if im wrong)
not here for a fight!
-EDIT: Oh you solved it.. didnt read rest of the comments.. Reminder dont make the same mistake i just did, but i wouldnt mind if you did it would be less awkward that way
Its all good man mistakes are human nature (for all of us) but to be able to solve them what makes us person imho peace out have a good one and god bless yall
Another issue besides the anoying penalties are the weak bonuses for bosses. In the endgame, bosses don’t have enough HP, even at max level and on hard mode. A good build will destroy them in a few hits, making the fight too short and lacking in tactical or technical depth.
I really think that for each level of pestilence, bosses should receive a significant HP boost. It’s not necessary to increase the rest of their stats, otherwise it would risk making the game too punishing and almost unplayable. But regarding HP, bosses really need at least a boost, and not just a small one.
Ideally, though, the best solution would be a really tough endgame boss that’s extremely difficult to solo, making cooperative play much more appealing. A big boss that would only appear a few times a week.
A boss with more HP could make elemental combos, which aren’t used enough in the endgame, more relevant. In the endgame, you obliterate everything with the same element without really needing to think, whether in multiplayer or solo. Ultimately, the most technical aspect of multiplayer is knowing how to avoid FFs while maintaining a DPS that makes multiplayer interesting compared to solo. Because playing with friends just for fun is great, but you also need that little something extra that shows that there’s strength in numbers.
I want my games offline and accessible at my time and discretion, not dependent on the internet provider not crapping the bed or having to arrange my playtime around somebody else’s schedule.
Forced coop ? It would just be a boss hard to do in solo but easier in coop because of elemental combos. Nothing would force you to coop if you don’t like the social part of this game.
Absolutely nothing would force anyone to be online. It would just be a boss that would appear once or twice a week without needing an internet connection. Monster Hunter was already doing this twenty years ago without forcing anyone to play online.
We already have this kind of things with Finley or daily and weekly quests.
It’s always the same story: the game is rendered bad for solo players because the coop players want it their way.
…and if playing solo is not hard enough, the coop players ask for solos to be penalised because they think it’s unfair they get an “easier” experience.
Or the evergreen “I can’t find people to play with because it’s easier to play solo! Make solo worse so they are incentivised to look for company”.
Just look at Diablo and how they ended up making coop a walk in the park while leaving solo players in the dust.
Why divide players into two camps? It’s not just solo players on one side and multiplayer players on the other; the vast majority of players enjoy both.
And how would this penalize solo players? Nothing would prevent them from playing solo. It’s mainly that the boss would be easier and more manageable in multiplayer.
Right now, sorry, but it’s multiplayer that’s penalized because of the FF and the bosses’ low health.
I don’t see how seeking balance in all of this is a bad thing.