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My biggest gripe with the game is that "every" enemy has mostly slow attacks and at their parry point they speed up so I always parry too early or get hit.
some bosses are too big. if you dash through them from just a bit too far. you will be pushed the rest of the distance, you can't act and you are open to take damage from the attack you tried to dash through.
I hate the fact that you have to find those pillars in order to unlock the the ability to see where you've already been.
There are too few blips you can put on the map to remind yourself of stuff you wanna do later. (the ability to mark areas for later revisit is great, it is just too few for my taste)
at many points, it isn't clear that I need another ability to progress and I just brut force it with a lot of frustration and repetition.
ardor seems useless.
I hate bosses with multiple health bars. It is so annoying to beat something just to have full HP and get completely different abilities and to learn those new abilities you have to go through the entire first fight again.
I don't see the point of nerve root fast travel and save point fast travel in the same game.
why are there 2 kinds of healing where one is unlocked through "random" encounters across the map?
edit: I got it on epic games store for free and I for some reason not a single achievement unlocked even though I am most likely almost done with the story
Sorry... but what else to say? It's definitely not a skill issue but a problem of complete imbalance and weak mechanics within the game. Im sorry but this is just making the game bad ^^
Defeating your foes just by lucky accidents is not skill and losing fights you stand no chance is not a matter of missing skill, especially if you are using all the game grants you. I mean there just is not much to do different or better. After dozens of fights, trying the existing strategies, options and weapons I just found out it can only be done by having extreme luck or grinding for dozens more levels to slighty increase ur chances. That's just weak and poor.
But sure... if you people want to stick to ignorance to not face it as it is and absolute arogance about knowing and being better have a good one. I don't need this kind of foolish conversation and competiton of dicksizes. Im doing just fine thank you
1: it's a soulslike. learn the parry points or get enough damage that you don't have to parry.
2: if dashing through the boss results in you taking damage, maybe dashing through it isn't what you're supposed to do there.
3: the environment points you towards the pillars. and you can see roughly where you've been in the past couple minutes by way of the dotted line on the map, so if you die you can easily get back to where you were. not what you're getting at but it is a creature comfort for people looking for the obelisks. it also just adds to the general feel of progression that every area is unlocked by way of finding and activating those pillars.
4: i've never found a good use case for the map waypoints in the first place
5: it's abundantly clear in most inaccessible areas that you lack an ability you need. not sure what to tell you here.
6: ardor increases mass gain and damage if you have that one trait. that's pretty nice later on when leveling up costs 4k+
7: bosses with multiple health bars is one of the core features of a soulslike. it's a cool surprise, especially when a boss seems way too easy, like giant of eyes.
8: it's literally just QOL
9: the encounters aren't random, or even "random." you just have to find them.
these last four feel like grasping. if it's just not your kind of game, that's fine, nobody's forcing you to boot it. it is, however, a soulslike so you're gonna get what you signed up for with regards to boss mechanics/difficulty, checkpoint-based progression, parry windows, etc.
how much trouble are people actually having on the mothers? that one only took like 15-20 attempts for me. i mean, the attacks are slow and you can reflect the projectiles. dash through what you can't parry, reflect the projectiles, attack when you can.
i've yet to succeed or fail an encounter because of luck. that's just not what the game is based around. not sure what you're talking about there. consider respeccing to meet the str/dex/res requirements of a better weapon, then dumping the rest of the points into health and force.
But then, I have to run through a LOT of difficult enemies, with ZERO map, just to get to the boss and have the heck kicked out of me. Rinse and repeat.
And then I think, heck I like this weapon, I'll go upgrade. Well good luck, you have to run through a HOARD of enemies and along an extremely long path, and all the way back again, if you want that small benefit. No thanks.
I'm close to uninstalling.
I've beaten Dark Souls 1-3, Bloodborne, Sekiro, Elden Ring, Nioh 1-2, The Surge 1-2, Code Vein, Hollow Knight, Blasphemous, Salt&Sanctuary, and some more soulsborne games, both 3D and 2D.
And I can barely remember bosses with multiple health bars aside from Sekiro.
Shapely Fidus is especially frustrating since it has two phases with one health bar, and then another phase with another health bar.
Generally, Grime feels subpar to all the games I mentioned above. It has worse level design, less responsive controls, really muddy and inconsistent art style, tons of backtracking and horrible fast travel system (until you unlock fast travel via pillars), bad healing system (git gud, I know).
The only saving grace for this game are greatly designed boss encounters (and all bosses feeling unique), but even those feel dragged out since bosses have tons of HP and deal a lot of damage. Reminds me of those FF boss fights that take 15-30 mins while you repeat the same attack patterns over and over again. Boring!
YMMV.
Otherwise the only real issue I have with the game is just how blocky the environment is. Everything is at right angles. EVERYTHING. none of the maps in the game look natural.
Other than that tho. The upgrades in this game are fun AF. a lot of them are completely game changing. The late game one where pulling causes absorption damage, changes pulling from a stun mechanic to straight up just one-shoting most fodder enemies and dealing huge damage to bosses even with 0 resonance. I can only imagine how much damage it deals on a resonance focused build. If you mean the lack of hunt points I do kinda get that. The game throws a lot of potential skills at you you can't really have... on your first playthrough. You can get every hunt point again on NG+ and there's huge reason to play through the game at least one other time for reworked bosses, one new boss, extra story, and some NG+ exclusive gear. By the end of one playthrough I was extremely happy with the amount of skills I was able to get tho and I was so strong it only really took me 3 tries to kill the final boss. Despite dealing diminishing damage on each attempt due to a skill that scales the amount of damage you deal based on how much ardor you have. The game wants you to have unique builds for your character not just max out everything.
In the end I ended up with a pure health and force build using the weapons that scale off those two stats instead of the others, and any skills that buffed those, damage, and tankyness. Pretty basic but it still felt fun and the idea that you could theoretically max out every skill if you wanted to play through the game multiple times gets me exited to actually do it.
The movement just gets funner and funner with each new skill you unlock but it does feel really clunky early on especially with how late into the game air-dash is. I kinda like that double jump is the last movement upgrade cus double jump is such a bad-habit forming skill in games like this. The game forces you to learn how to move through the world and fight without it before if gives it to you so you're not tempted to spam it when doing so will get you killed later. And since most of the game is designed around you not having it, once you finally get it it makes moving through all the previous environments so much easier and feels like a major upgrade. Tho it bothers me how little secrets are actually designed with double jump in mind so by the time you get it you've found nearly everything already. I do kinda wish there was a lot more pull targets around the world tho. there's just none in any areas before you actually get the skill despite there being a lot of places it really feels like there should be for ease of travel.
Basic enemies deal a lot of damage because if they didn't they would be completely trivial. Most soulslikes have their fodder enemies being actual threats. It gives the game some actual tension, forces you to learn the mechanics instead of just mashing attack, makes the sudden difficulty spikes of bosses less jarring, and makes progression through skill feel rewarding as you later blitz through enemies that use to give you so much trouble even when you haven't made any substantial leaps in power.
The parry feels clunky early on because most of the time you do it you're doing an absorb which is sort of a finisher. Enemies with Resistance (grey healthbars) show up more and more frequently throughout the game and parrying them feels more like parrying in other games.
One thing I'd like is a late-game upgrade that actually marks hidden stuff on the map like most other metroidvanias nowadays have. Especially with NG+ and the fact that hunter points can just be hidden around wherever. I'd like to be confident I at least have all the hunter points before progressing to another playthrough. The "get all the hunter points in the game" achievement pops when you have the amount that existed before the dlcs so it's pretty pointless as an indicator for that.