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The shroud deters my be having nothing i want in it. Its not really deterring my with the timer and i use neither of the 3 shroud time prolonger you could (ranger, flat time, warrior + on kill, mage + on cast).
Not getting lost or beeing able to read a map is a player skill you can train. At worst, you can put down markers.
I haven't ever ran out of shroud timer w.o. touching red floor shroud.
That beeing said if op's ideas only kick in after the timer ran out, why bother?
The only case where i can see them making a bit sense is for going into what would be lethal due to too high shroud.
For kicking in right at the start, they all are kind of bad. Simply not viable if you consider both, SP and MP as well as each class.
Not being able to see is plenty of reason to avoid the Shroud. I seriously don't understand why so many game devs think video games should be hard to see. Video, from the Latin Vizier, meaning 'to see'. When I want audio games I play my guitar.
As soon as the mod comes out that erases, or at least diminishes the fog so i can see, I'll be using it. Overall a truly great game, but the Shroud, while an interesting concept, is not fitting well with my preferred play style.
The fact that the roots keep regrowing and my efforts to clear the Shroud (which is ostensibly the entire story line for the game) mean nothing, kind of takes all the fervor out of trying to eliminate the Shroud.
Hopefully they make it possible to actually do what Flameborns do, and eventually save my world from the Shroud.
- Roots don't stay gone. A safe spot inside shrouded areas would be great. (I realize that this is probably so that every player on a server gets their skill point, but I'm pretty sure something can be done about that).
- Limited loot. When I have to go into a shrouded area I eyeroll because finding more cloth, bones and blue ♥♥♥♥ has become an annoyance.
- The fog makes it unfairly difficult to see if you're going into a lethal zone until its too late. (granted, this could be because of my limited graphic settings).
- The map is really bad when it comes to altitude, it makes it really hard to identify routes of entrance/exit to a frustrating level. (this is not exclusive to shroud areas)
- Enemy difficulty is fine, shield guy can take a long walk off a short pier, tho. I've noticed that there's an over-reliance on big crowds of enemies, specially later in the game. There are almost no effective crowd control measures in the game to account for this (and before anyone says it, explodey balls barely make a dent in terms of damage).
- The only times I've actually felt pressured by the timer were inside a couple of the dungeon-esque zones, I think the design of shrouded areas should lean more heavily on this direction.
The shroud being nothing more than a gimmick to kill you if you get lost does become tedious and annoying after awhile. Having larger shrouded areas with more maze-like paths is not an engaging way to increase challenge.
IMO the best solution is a hybrid:
- the higher areas of shroud should not just kill you outright - they tick the timer faster.
- upgrading your Altar slows the tick, maybe 20% per level
- inside the higher shroud areas you have higher enemies and higher rewards to make traversing it meaningful. If you really want a higher challenge, then risk it for the reward.
- once you kill a root it STAYS GONE and clears the shroud.
This is the one that really gets me - why would they not do this and make you feel like you are actually progressing in your quest to rid the world of this stuff?
Unfortunately I don't know that any of this will matter - I think they backed themselves into a corner with the "world reset" so that nothing you do in the world actually changes anything. I want to see my progress and efforts on the map with cleared areas (and see what's left).
At the end of the day it's still a fun game - but I have to ask myself - WHY am I doing all this?
But this is a problem I have with the design. Don't tie skill points to something so specific like a shroud root. Just make them worth a certain amount of XP.
Having them grant skill points to some people and not others just seems - messy. Would it not be better if *everyone* could benefit from clearing roots if they just gave XP ?
I love the constant enemies spawning but I would say halve their xp but make them more difficult. Allows xp farming but at a cost of character life and item durabilities.
The hp degen sounds interesting as it would need prep to counter. Berries are everywhere for low level shrouds but higher difficulty shrouds should require better hp regen to counter.
Some will say this makes the game harder which is true but not difficult. Just takes gameplay to overcome. You are already farming mats and making items so give that purpose.
Ideally, the player always hovers around 5-6 min of shroud time, if not less
Simply press ESC and go back to the Main Menu. Enter the game again and you'll be back at your base.
The problem is the shroud doesn't actually gate anything.
There's nothing stopping you from scaling the wall that separates the plains from the starting area and just going directly to the desert.
You can basically skip crafting literally everything and go directly to end game gear and weapons because the chests that drop them are just out in the open with no actual dungeon to work through.
If I had to point out one really massive flaw its that there are golden chests that just drop the strongest gear in the game and you don't have to do anything to farm them other than drop an alter next to them.
Those things should be buried in a dungeon you have to fight through to reach and the crafted weapons should absolutely be stronger.
(that you use the smelter for)
Iron exists above the shroud line in sooo may places
Tin does too if you know where to go there's actually nothing in the shroud you can't get outside of it.
back on the main topic, I agree the shroud needs more reason to go, and more of that... barely holding on feel