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I am afraid you missed my point. Let's try this another way...
Elden Ring obviously is a "simpler" game because it is an action RPG whereas WotR is a cRPG. That said, ER teaches a new player everything it needs.
Whether someone likes ER more than WotR is personal opinion and taste, and to me a pointless discussion (so I will say no more on that).
In WotR, the game does give you two tutorial areas. Despite that, I still got popups in Blackwater on my first playthrough. Like I said in other places, there is no good way to break a P&P RPG down into all its mechanics unless they made a side tutorial campaign. Still, I think Owlcat could have done more than simply "here's the wiki/encyclopedia." Is it better than nothing? Absolutely. It still could be implemented better.
I grew up with 3.5, so I would never trust auto builds myself. That said, I can see how people who have made RP a full time hobby straight up miss how the tutorials could have been done better.
If until Blackwater through 2 acts you did not learn, that high AC can be beaten by touch attacks - that's on you. Game even has loading screen tooltip with that advice.
You sure assume a lot... Try the electric vulnerability and the regeneration effect. I think your response qualifies as "confidently incorrect," but you have been consistent with missing the mark.
But thank you for proving my point above. A number of veteran P&P players can come across as elitist and gatekeepy when their attitude is "you are obviously doing it wrong." Because some just assume people are "bad" and nowhere near as smart as them, they fail to see the actual issue.
Since you did not address the point I made earlier, I will make it again: autoleveling and builds were poorly done. This is bad design. If a game creates something that is supposed to be accessible to newer players, it should be useful. Builds should be viable. Autoleveling should make useful characters (though i feel they are passible). It by no means is meant for harder difficulties, but it should make sense for the lower ones. Otherwise Owlcat wasted time, effort, and energy adding it to the game.
Not to mention, as I said earlier, it was a perfect opportunity to teach players how to create effective builds, which they failed to take for some reason. It seems weird that many enemies and bosses are so blatantly overpowered, yet default player/companion builds are subpar. It was even worse in Kingmaker.
We already done on topic of auto builds. I told multiple times, that if you are understanding that auto build is bad - you are not a new player, and you have some game knowledge.
It's a great game design, because auto build takes burden of "boring character building" from shoulders of the player, who does not enjoy building characters. Very few games have such care about different kinds of players.
Auto builds totally viable on Story/Casual mode, because on those modes enemies literally can't hurt you. 80% less damage (!) done to you on Story, and 60% less on Casual.
The only thing devs should have done, is disable auto build on difficulties other than Normal, so people like you would find a different reason to complain about.
Coup de grace works after like 20 attacks, but you missed the point AGAIN. The game does not teach you a mechanic (regeneration) until you are in the middle of a dungeon that a new person might not be prepared for. Yes, there are items there to help, but again, this is bad design in my opinion.
The issue still revolves around some bad design choices. This has not been the first thread WotR's accessibility to new people has been addressed. It's okay for people tho think it could have been done better.
Honestly, some people are too touchy in their defense of this game. I enjoy it a lot, but it has some genuine flaws. Some people act like this game is their identity and any criticism on it is like a personal attack on them and their family...
Doesn't it? It's been a while, but I am almost 100% positive that there was a tutorial pop-up at some point that explained the basics about current status effects, damage reduction and regeneration. It even mentioned that you need to apply the damage type in parentheses to overcome a particular beneficial effect of your target.
I don't remember when I saw it, but it was a good refresher after coming back to Pathfinder from a long hiatus, so I recall being grateful for it.
I remember it because it surprised me that it came up so late in the game. I was exploring everything and doing every quest available, so I cannot think of an encounter that had that problem until then. Is it possible I missed something? Perhaps. Blackwater was kinda unconventional all the same.
The maze does mention things like DR with the dretches.
Now THIS is total BS!
If you play on the Normal difficulty ( which is the one auto-selected when you launch the game ) , I swear you could build and try ANY imaginable character combination and as long as you have a decently party mix of magic, heal and rogue, you will do just fine. Unless you play stupid, never upgrade equipment and never inspect enemies or go in underleveled.
At Core difficulty or higher, the game ASSUME you are looking for a bigger challenge and assume that you well know the rules and ways to metagame a bit.
Seriously, people who come on forum to say game is too hard but simply wont play on Normal or Easy cuz it would hurt their feelings.. Duh...
Amiri full Barbarian levels, Ekundayo full archer ranger, Nok Nok crazy kukri rogue, Linzi bard bonuses, Jubi bomb destroyer... what was so wrong there?
Some auto-build were so so but hardly unplayable. And if you leveled them yourself, any companions could be made into very decent char, even the "weakest" ones...
Sorry but again I disagree totally.
Sooo i made this whole post because the game pissed me off and yes i played in normal. Auto peveld companions and made a bardabrian armored hulk with 2 handed weapon. Act 4 and before in some places is a miss fest. Blackwater demons rush at me and i cant kill a singel one before dying.
Midnight fane 3 random demon I can’t ever hit etc.
i did not make the best of characters thats a 100%, but i did not max wisdom as a melee either. So its untrue its is ♥♥♥♥♥♥♥♥ sometimes how the game tell you about statues effects or difficulty .
Ok look.. Blackwater is a totally optional area and yes, enemies are very tough for melee characters I know right. The biggest problem is going there early and underleveled with low magic and good buffs.
I always do Blackwater the very last just before going in the temple under Drezen. Actually, Blackwater give me harder fights than under Drezen. I used different strategies, lightning magic, buffs, debuffs and lot of summons. The rewards in there are not even that much impressive to be honest. I see it just a midgame test. If you manage Blackwater then you will not have problems in the Abyss.
And once again you are completely missing the point. Everyone knows that almost any build is viable on easy difficulties (i.e., Story and Casual). The point was about the devs having a chance to show players how to do an optimized build and not doing it. All companions are single class or at most dual class instead, with suboptimal stats and feats, etc. Are they terrible? No, but compared to some builds that players have come up with they're not great either, and will seriously struggle on certain parts of the game, as other posters here have pointed out, even on Normal difficulty. Of course, then you say "Well, just don't go to that area / do it later / do this and that" but that's not an answer or excuse. At best, it's excusing bad design.
Late Edit: Rereading the above didnt read well(sounds mean sorry, thats text for you, so I edited it to the above) and wasnt my intention to point fingers. Just thought it was funny & interesting.
It was, however, to point out that many times in games or just life in general you are going to want to use your critical thinking & problem solving skills and reconsider your strategy. Others have passed & beat it just fine and you likely arent the first to have a problem with it initially.
The point is learn to think outside the box. Not every problem you have is going to be solved by the solutions you've been commonly using up until now.
But a roleplaying game is not a puzzle game. You should not have to preplan every action, make OOC choices when choosing your levelups, make OOC choices for items, etc. A good challenge should be something random that you have to deal with and CAN deal with as it happens using basic tools you always have available. A roleplaying experience should focus on providing and IMMERSIVE experience centered on giving the player AGENCY to affect the gameworld and story. The gameplay should be designed based on the story and not totally separate from and in opposition to the story.
A roleplaying game should be not designed around trying to constantly force the player to lose. WotR massively FAILS when it comes to being a roleplaying game. It really does feel more like a puzzle game and the min maxers interact with it like a puzzle game. And that is fine. There is nothing wrong with a developer creating a puzzle game with a story. But I would not call this game a good roleplaying game as it needs a lot of mobs or a save editor to massively boost player stats and abilities to match the concept of being a demigod before it can be considered a roleplaying game.