What is the intended experience?

Yeah but doesnt the current content cap around level 13? Atleast thats when I killed the twins.

Depends whether you count Crucibles as current content or not.

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Yeah. Well I’ve already made an alt that I left at 13 so I can continue the story with that one.

Would be pretty bad if you had to level to 30 to be able to continue the story after twins.

They should’ve made the crcuible for level 15ish and capped at that imo.

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We have experiences that are so far away from each other that I don’t think we can come to any agreement on the observations and the conclusions that we could make.

I enjoyed fully the first 10% of my playtime when you enjoyed most of it.

I’m concerned about the direction of the game when it seems that it mostly suits your expectations.

And it’s fine.

It’s a matter of taste here, no point arguing.

I’ll just finish by answering your objections.

I’ll go for the one with the shortest answer to provide first.

I never said that you ā€œhave toā€ be maxed out to tackle the Crucible.

I said that it is different from the first hours of the game ā€œwhenā€ you are maxed out.

Concerning games where the best qualities are mixed and matched I have no problem at all with it, except if some core features conflict with each other.

And for me, in this game, it is exactly where we are.

I’ll try to keep it short.

Souls-like appeal is mostly mechanical.
No matter where I am in the progression what keeps me going is how varied the encounters are and how they break my habits to force me to adapt.
That’s why my favorite Souls-like is Lies Of Pi.
Because breaking the fights rhythm is what it does better than any other one that I can think of.
Concerning gear and weapon upgrades: They have a small impact on your progression and can even be ignored to some extent.

Diablo-like appeal is partially mechanical but more predominantly in the gearing, the skills management and the skills rotation.
Diablo-like games are heavily gear and META skills oriented if you want to play at the highest level.

Those simple descriptions combined, to me, sound incompatible.

First because it means that at some point in the game I’ll be encouraged, if not forced by the content to play the META game.
And by essence I don’t like that.
I’m for ā€œPlay what you want the way you wantā€.
Like any Souls-like game did up to Malenia where everybody had to bend the knees to the META.

And second, if you tell me that the core of the game is a Visceral Action RPG and you give me a static spamming turret endgame gameplay.
I don’t think your promise is fulfilled.

That’s pretty much it for me, I don’t think I have any other argument to put on the table.

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I guess we need to figure out what that means to you? What do you mean by ā€œaction RPGā€?

It’s the ā€œviseralā€ aspect that I want to see preserved.

Action RPG or Fancy 2D Plateformer is fine by me.

Still don’t really understand it, I’d like specifics, but that’s at your discretion. If you want to continue the dialog on this topic

That’d be great! I wouldn’t mind if you’d need to group up for certain endgame content either outside of the story. Or maybe you could tackle it by yourself by decking out in enchants like you said.

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I’m sure @Lamni means he wants to conserve the initial helplessness in the game. Resources maybe being more scarce, you being unable to overlevel the content thus making every encounter potentially deadly to the player.

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I don’t want to act in bad faith but if with everything that I wrote on this topic, plus, everything that I have already wrote on other topics isn’t enough to get my point.

I honestly don’t know what I can add …

Yeah maybe @RomoloHero or @Noktu can help out. :yum:

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I initially felt similarly until I realized I just became a better player, and it had nothing to do with how hard the first few hours were. The first few hours felt hard on my first character, but I started a second character from level 0 on a new realm, and I was mowing down stuff just as brainlessly as before. Don’t underestimate how much of the difficulty decrease is due to you just becoming a better player

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Just replayed the game yesterday and skill does indeed matter quite a bit. But the game still provided a bit more challenge at the start.

However, game has so many broken and unbalanced systems that reduce the amount of skill required. I found myself just bacjstabbing most mobs to death on my second playthrough. Which has nothing to do with skill, rather abusing broken game mechanics.

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I think the problem is the language barrier, I have bad English, I use a translator. I think you may have noticed from my posts.

So the fact that players are spamming 1 button just shows that the game is not balanced in terms of damage and attribute mechanics. This is exactly what I’m talking about.

Now in the game, if you maximize any one attribute that scales this weapon - then the damage of rune attacks will also be scaled, you know? So I propose to make it so that the conditional damage from rune attacks was not from the attribute that depends on the weapon. And from another attribute that is responsible for damage from rune attacks. For example, it could be intelligence. That would be logical. That is, you would not be able to maximize dexterity and at the same time do huge damage with rune attack, if you want to play through the rune attack, you need to pump intelligence.

But again, you need to change the character attribute mechanics to do that. Then the gameplay will become clear and logical.

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I would be lying if I said this post did not put a damper on my spirits, haha. I’ve promised myself to see this game through and provide adequate feedback, especially on balance. I have faith difficult combat can be combined with the itemization of an ARPG.

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It definitely can, there are just a couple of overperforming weapon/armor enchantments, and a few runes that are far above the rest.

These types of games are usually fine-tuned for YEARS, and this one has been out for a little over a week, to put things in perspective.

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This is very well said and i’m on the very same boat as Lamni.
The beginning of the game felt awesome and unique. Loved every bit of the first 15ish hours. The moment i got items that enabled my character to restore all focus spent and heal HP per hit , this became just another diablo like.

After i made my 1st, 2nd and 3rd character unkillable with a quarter of max HP heal per hit i’ve decided to delete every single one of those character and create a new one with no life steal no focus on hit items and wearing only cloth/leather armor to actually learn to properly dodge enemies and enjoy the game how it felt just when i started it.

I really don’t think there’s need for another Hack&Slash ARPG on the market as there’s nothing new or innovative and the way this game feels with the current item affixes is definitely leaning that way.

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You guys don’t seem to understand an important thing about this issue. You are unkillable not because you regenerate health, but because you have a higher character level compared to these mobs. There is no auto levling in the game, some mobs will just get weaker over time because you have to move to new areas where the enemy will be much stronger than you. I felt throughout the game that I had a hard time fighting enemies until I reached level 21 at least. And when it comes to level 30, there you are already gods to those mobs, you will just have to shift to another zone where the mobs are stronger. In EA the map is limited naturally

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I’m going to piggyback off this comment.

If you are not using the various Focus on Damage Dealt or Health on Damage Dealt enchantments, I’ve found our ability to trivialize content goes down a good amount. Ideally, this means if Moon does further tune these enchantments we should be in good health.

In addition, Thomas stated on X, formerly known as Twitter, that the state of the areas will be dynamic in 1.0 rather than static through quest completions.

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