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tldr; I like it, please don't change. The effort required makes it feel rewarding to complete.
After a certain point (to me it was the fourth skill) it just feels like a waste of time to keep experimenting at the current stage of the game and sticking to what you've already dedicate time and resources into rather than putting further delays on reaching new content feels like the smart play.
If we pretend that the game actually has a fully fledged campaign, choosing a completely new lvl 0 skill after having invested a lot of time and slorm into upgrades, will really mess with the player's progression and intended flow of the game.
The mastery system isn't all bad, but the first 10 levels need to advance much faster and being able to refund slorm without taking a penalty to it needs to exist as well.
Paying gold would be much more reasonable, maybe something like 500 gold multiplied by player level. It'll sting a bit, but it's not 10% of nearly all slorm ever earned.
People should stop wanting every single game to be played like this or that other game. Yes, the game is very flawed as it is right now, I've been reporting bugs and OP skills or effects that are not working as intended and giving suggestions. But the level of complain in some of the post is ridiculous considering, again, that this game hasn't even be out for a week...
I'm yet to see post commenting this or that skill, or skill synergies are breaking the game or dealing ridiculous high damage. And when devs balance a skill, all I read is "boohoo! you nerfed my build". I'm sick and tired of that kind of players that are being zero useful for the developing of this game, all they care about is their bragging rights.
Let's for one time, unite and give actual mindful feedback, report OP skills, OP skill combinations, etc. We need to give feedback that helps create a healthy game.
I don't believe this particular thread warranted the raising of extraneous issues like nerfs, synergies, and judging whether some feedback is "actual mindful feedback" and some isn't.
A system that determines proficiency based on the number of uses: Bad
The Skill Mastery itself is good.
The problem is that the only way to raise it is to use a lot of skills.
For example, let's say that there is a skill with an interesting mechanism in which the order in which the skill is used, or the effect changes according to timing.
e.g. Emblem of the mage, serenity of the huntress.
To maximize the effect by adjusting the timing of the use of the skill according to this mechanism is interesting in itself.
But what if we add the current mastery system?
You just use the skill whenever you can without considering timing.
What I want is not extreme, such as deleting the Skill Mastery system.
It's just to make the skill mastery go up even if you use the skill for the purpose of the skill.
One has to be smart to post both positive and negative feedback.
I'm going to use a dumb example but how do you think a QB gets good at throwing passes? Throwing and throwing and throwing. He won't increase his effectiveness by proxy when a receiver catches the ball, no, he will get better with every single throw he makes.
But I do agree, that as you level up the skill, the number of uses required for the next level are a little bit too high. I'm sure that they can find a nice sweet spot where you don't have to kill 10K+ enemies but you don't have to kill 100 per level either.
I gave up on ray of obliteration in the mid of level 7. And even that one was just afk waiting for idk, 10-15 minutes?
Was my main skill until around level 20+ i think. Maybe a bit longer.
I always liked the "leveling trough using" thing. But sadly it is really hard to not make it either exploitable or a pain in the ass.
And yeah, having not that much of content available (including the missing skills from the ancestral legacy board), trying out skills is a big motivation right now.
Maybe add 1 point for each enemy hit instead of 1 point per successful cast?
I'm sure there's gonna be a way to make it more interactive or at least feel less like a drag
Shooting a gun at the sky with nothing in it does not increase the target's hit rate in combat situations.
However, the game works the opposite way, and shooting at the sky is more efficient than practicing the target in combat.
I'm not talking about repetitive behavior increasing proficiency.
I'm talking about the fact that 'meaningless repetitive behavior' affects proficiency, and that it has a greater impact than 'meaningful behavior'.
The system makes me feel like I'm wasting my time when I do 'meaningful actions'.
Of course, the number needed to improve the mastery is too large, so this feeling seems to stand out more.
thing is, it doesn't require effort, the way skills gain exp is on a 1 per use, or 1 per second basis, this is less a skill/effort system and more an artificial time lock.
the space movement skill makes sense to be on a per use system as its not a dmg based skill, but the rest of them, its an artificial 5-8 hour time lock that does not care about player skill, what you are doing, and how efficiently you are doing it.
If they are only going to have 15 levels of the skills, and they want level 1-10 take about 8~ hours on a first play (about what it took me to get a maxed skill) then have the skill level 1-10 take about 30-40 levels of exp to get there. this rewards players in a way that's more satisfying then per use, and it also allows a fast track for getting lower level/unused skills up to par. barring exp and going for enemies killed across the board and for every skill currently equipped... i'm not 100% sure on that, the movement space skill I have while I find it mostly cumbersome as of now due to how it currently works and it mostly goes unused (have to force myself to use it rather then want to use it naturally) that one I agree should be on a per use basis, or potentially an exp like its a reward for using that specialization, you get more the longer you use it... i'm kind of 2 minds on it.
all I know is the current per use system is a time gate and I don't like that much as it takes any skillful play, any ability to min max, any luck in gear drops out completely so someone with the worst ability to play is on equal footing with someone who is the best, and this kind of kills fun