Library Of Ruina

Library Of Ruina

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Pathetic Sep 25, 2020 @ 11:24am
Library of Ruina is currently in an unacceptable state and should not be left this way for a month
I know a lot of people like the new passive system, but as it is right now, the game has become trivial in terms of difficulty, when the challenge of new receptions used to be a driving force behind the game. There are three major problems that need to be addressed to fix this, and leaving them unchanged for a month, ESPECIALLY during a sale when many new players are going to pick it up, is in my opinion, unacceptable on Project Moon's part.

New Passive System:

Passives have gone too far. We had what many cited as too little customisation, which I can actually agree with to an extent, to the polar opposite where every page has far too much customisation (AKA strongest pages become even stronger). As it is right now, any page can get +3 dice power, which the fights we are against just cannot possibly deal with, let alone a Yujin or Emma page with strong passives.

If the fights were reworked or rebalanced for the new passive system, even if I dont like it, I could put up with it. But right now, as I play through the game from the start again with a back up save, the game has been nearly unchanged, meaning it is now far easier.

New Emotion System:

similarly to the passives, emotions have become much more of a factor in fights outside of EGO and Abnormality pages. The change in light capacity and dice, while not much of a change for earlier fights, is very detrimental to newer fights, including the realisations as they are clearly not balanced properly for the new system. The new system is really only balanced around the 3 Act Liu, which now no longer exists, and as such, many fights which were exciting challenges on release, or balanced for the emotion system at the time, are now extremely easy, and only interesting thematically.

Dsyfunctional Enemy AI:

This is more of a later game issue, but is abuse-able from as early as post Sayo fight. The enemy has no actual way around bleed, and does not calculate for other debuffs. This is most notable if you build specifically towards bleed (which isnt hard with the new 10 points free passives) that often, enemies will kill themselves on bleed as if they dont understand the mechanic, further simplifying the game, especially when it is possible to stack 30+ bleed on a single enemy every turn with little trouble due to the Kurokumo passives.

All of these have left a game that is both completely disfigured and incohesive to a new/newer player, where the game was once challenging, it is now easy, and where there was a real mechanic of figuring out a deck and right keypages for an encounter, there is now just an easy fight you barely have to prepare for. Leaving the game the way it is, with a passive system that had been implemented for three days (whereas older ones had been around for weeks, if not months) and a difficulty level which has sank massively compared to a few weeks ago, is again, in my view, unacceptable.

EDIT:

Just want to say that the new passive and emotion system CAN work, but need a lot of editing and work on them, as well as the fights, to make sure the balance is right again. As it is right now, we have been left with very new and unpolished mechanics against fights which just cannot hold up against their power.
Last edited by Pathetic; Sep 25, 2020 @ 11:33am
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Showing 1-15 of 141 comments
Nano Sep 25, 2020 @ 1:14pm 
Why do you think they want to sit on it for a month ? What do you want, exactly, more untested changes in a desperate bid for something random to eventually make sense ? The game is in early access, the devs should have the freedom to take some time to think about what direction to go on next, not to mention they have been producing content at a frankly unhealthy rate since release and burnout is a very real possibility.

Game was never that hard anyway, most encounters were first / second tried even before this new system. Your alarmist attitude is not helping the issue at all.
snek Sep 25, 2020 @ 1:24pm 
Didn't they state that they'll spend the month putting up bug fixes and balance changes? I'd like to hope that they're taking this downtime in content to refine all the major changes and content added, I'm especially hopeful considering all the hotfixes so far have been buffing the Hod realisation fight, as well as been recently nerfing particularly egregious passives so I have hope that they're doing a good job with what they have.

There are three fights so far that I haven't first tried, two of which are technicalities, Malkuth realisation (due to the bug right at the end that caused the fight to freeze), Yesod realisation (due to the AI bug with Funeral Angela, still beat the fight second try with that bug still up) and Liu 1. Even still I greatly enjoyed the struggle of fights like the first two realisations, Tomerry and the like, but I do think the new systems should go through some balancing. Thankfully it seems like PM are actually going to do that it looks like!
Pathetic Sep 25, 2020 @ 1:25pm 
Originally posted by Nano:
Why do you think they want to sit on it for a month ? What do you want, exactly, more untested changes in a desperate bid for something random to eventually make sense ? The game is in early access, the devs should have the freedom to take some time to think about what direction to go on next, not to mention they have been producing content at a frankly unhealthy rate since release and burnout is a very real possibility.

Game was never that hard anyway, most encounters were first / second tried even before this new system. Your alarmist attitude is not helping the issue at all.

I am more than OK with their 1 month break, as you said, theyve been working very hard, alongside undeserved hate and death threats digging at them mentally.

All I want is for a more stable and non experimental version for the month long update hiatus. Thats all. Not that they need to work on it NOW, but to make sure people who buy the game on sale arent getting what is essentially a warped version of what everyone else has played.

This isnt an alarmist attitude, the game is very poorly balanced right now and it shouldnt be before a month long break where nothing is going to rebalanced and only bugs will be fixed. Either rebalance during october OR just revert to the old tried and true system FOR NOW and continue to work on it again in November.
Pathetic Sep 25, 2020 @ 1:25pm 
Originally posted by snek:
Didn't they state that they'll spend the month putting up bug fixes and balance changes? I'd like to hope that they're taking this downtime in content to refine all the major changes and content added, I'm especially hopeful considering all the hotfixes so far have been buffing the Hod realisation fight, as well as been recently nerfing particularly egregious passives so I have hope that they're doing a good job with what they have.

There are three fights so far that I haven't first tried, two of which are technicalities, Malkuth realisation (due to the bug right at the end that caused the fight to freeze), Yesod realisation (due to the AI bug with Funeral Angela, still beat the fight second try with that bug still up) and Liu 1. Even still I greatly enjoyed the struggle of fights like the first two realisations, Tomerry and the like, but I do think the new systems should go through some balancing. Thankfully it seems like PM are actually going to do that it looks like!

The update states bug fixes ONLY, if they are going to rebalance as well, then my original post is moot, but that is yet to be seen.
snek Sep 25, 2020 @ 1:28pm 
Originally posted by Pathetic:
Originally posted by snek:
Didn't they state that they'll spend the month putting up bug fixes and balance changes? I'd like to hope that they're taking this downtime in content to refine all the major changes and content added, I'm especially hopeful considering all the hotfixes so far have been buffing the Hod realisation fight, as well as been recently nerfing particularly egregious passives so I have hope that they're doing a good job with what they have.

There are three fights so far that I haven't first tried, two of which are technicalities, Malkuth realisation (due to the bug right at the end that caused the fight to freeze), Yesod realisation (due to the AI bug with Funeral Angela, still beat the fight second try with that bug still up) and Liu 1. Even still I greatly enjoyed the struggle of fights like the first two realisations, Tomerry and the like, but I do think the new systems should go through some balancing. Thankfully it seems like PM are actually going to do that it looks like!

The update states bug fixes ONLY, if they are going to rebalance as well, then my original post is moot, but that is yet to be seen.
I've heard they changed that gold card in the Red Eyes phase from a 1-1 Cocoon on hit to something like a 12-12 cocoon on hit on threads elsewhere, so it looks like they're buffing it.
Yhune Sep 25, 2020 @ 1:43pm 
I expect a nuke after PM vacation, a sea of crying because passive changes maybe and most likely weedman realization.
I'm going to wait honestly, however I see your point, people might get used to how the game plays itself at this point.
Pathetic Sep 25, 2020 @ 1:46pm 
Originally posted by snek:
Originally posted by Pathetic:

The update states bug fixes ONLY, if they are going to rebalance as well, then my original post is moot, but that is yet to be seen.
I've heard they changed that gold card in the Red Eyes phase from a 1-1 Cocoon on hit to something like a 12-12 cocoon on hit on threads elsewhere, so it looks like they're buffing it.

Difference between a quick same day change on one fight, and changing the passive system. I'll believe they will rebalance the passives when I see it honestly and I hope youre right.
snek Sep 25, 2020 @ 1:56pm 
Originally posted by Pathetic:
Originally posted by snek:
I've heard they changed that gold card in the Red Eyes phase from a 1-1 Cocoon on hit to something like a 12-12 cocoon on hit on threads elsewhere, so it looks like they're buffing it.

Difference between a quick same day change on one fight, and changing the passive system. I'll believe they will rebalance the passives when I see it honestly and I hope youre right.
True, though number changes will of course be much easier to carry out than major mechanic changes. I hope that they'll be taking this time to figure out ways to iron out the system some more.
I personally think that the dice and draw bonuses from EL should be unlocked upon unlocking SOTC tier, same with passive transfer, it'll make it easier to keep content difficulty in check, particularly with older content that wasn't designed around it (and its not like 50% of the days of LC weren't basically a tutorial, you were still getting bullet types well beyond day 25).

Passive Transfer could also help with not every page having 10 points available, that should be imo another thing to consider in pages, they can have certain pages have more points to give them some appeal to their use, and have certain more powerful pages have less points available. You have any thoughts yourself? I personally also hope they fix enemy AI to respond to heavy bleed, or eventually they'll have to resort to enemies either being outright immune to bleed damage or gaining buffs from bleed on them on top of that since bleed is so much stronger than burn right now especially when you can slip in a Cruelty and get a 1-cost full heal.
Yatol Sep 25, 2020 @ 1:59pm 
dunno man, im struggling a lot with this game right now
Courageii Sep 25, 2020 @ 2:13pm 
emotion level is kinda ♥♥♥♥♥♥ right now, watching a friend do circus fight, the enemies got up to 4 where he had only 3 unlocked, and the main boss isnt even functional with the extra die slot, unless this has been fixed recently. the early fights are an absolute joke, even before the carpet nerfs long ago when we had to unlock up to 3 librarians i didn't wipe with little deck effort until after molar/stray dog, now that the easier fights got even easier i really hope they soon go back and bump up some guys, probably after yun's office, we dont need a million "tutorial" fights. the previous passive system, i agree felt a bit constricted, but served to better the key pages that needed help more, newer version just inflates the best pages to disgusting levels. in the past they've had a bad habit of nerfing the daylights out of interesting fights, i'd like to see some challenge in the future, not necessarily sweaty strategy god hard, but enough to make you think and strategize. i beat release tomerry, prenerf butterfly angela, malkuth angela before the regen, prenerf knight of despair, they've all had various reasons for getting nerfed and some i hope to not see again (knight of despair, butterfly being a bug, etc) but i really enjoyed spending some time thinking how to overcome big attacks, etc. ive been playing the game since it publicly released, i remember giant mushroom staggering everyone in one hit, i hope after PM gets a well needed break they'll come back and bring us to greatness again.
fish444 Sep 25, 2020 @ 2:15pm 
Originally posted by Yhune:
I expect a nuke after PM vacation, a sea of crying because passive changes maybe and most likely weedman realization.
I'm going to wait honestly, however I see your point, people might get used to how the game plays itself at this point.

I mean you can try to auto most fights and I guarantee you it won't work.
That's a hot take if i've seen one and I've seen a few already.

Originally posted by Pathetic:
I know a lot of people like the new passive system, but as it is right now, the game has become trivial in terms of difficulty, when the challenge of new receptions used to be a driving force behind the game. There are three major problems that need to be addressed to fix this, and leaving them unchanged for a month, ESPECIALLY during a sale when many new players are going to pick it up, is in my opinion, unacceptable on Project Moon's part.

...

Just want to say that the new passive and emotion system CAN work, but need a lot of editing and work on them, as well as the fights, to make sure the balance is right again. As it is right now, we have been left with very new and unpolished mechanics against fights which just cannot hold up against their power.

This is coming from someone who actually played the new build by starting a new game instead of talking straight out of their behind.
The new emotion system only start mattering starting with Urban nightmare.
What do you expect when you fight any battle before Star of the City with 5 librarians and emotion level 5?
Peak emotion system is balanced around having cleared floor realizations, and you need urban nightmare pages minimum to do so.
Coming off a new save, most battles are actually not easy. You have limited resources, most pages in the early game have weaker passives, except for Olga and gang, whose pages will carry you all the way to Star of the City.
Shy look today is a menace and I needed multiple tries to beat it.

It's all fun and good complaining from a position where you have all the pages and all content up to the lastest cleared.


The bleed hype is something I still to this day do not understand.
Crying children is the single best page at inflicting burn, which does unconditional damage and is easier to inflict.
In my opinion it's far better in general than the most optimized bleed builds.

Sayo pages are pretty bad compared to what Shi or Index have to offer. Kurokumo pages are conditional, mostly slash focused and generally have lower dice values.
Bleed is also completely wasted if you stagger the enemy.
My conclusion for this is that stacking power buffs, whether it be Grace of the Prescript or Full-Stop+anything, is still far better than inflicting bleed and hoping the enemy kills themselves.
In the time you set up your sixty bleed stacks you could have just killed the enemy, and after that they still have to attack you and the problem is they deal damage to you when they attack you.

No, the newest floor realization wasn't easy because we could stack powerful passives.
It was completely doable without using any additional passives whatsoever.
The reason it was easy is because the enemies have very low hp and normal resistances for the most part. I could 1 turn almost any phase except for the first one.

Double the hp of each phase, give enemies resistance to most types, and suddenly the battle becomes much much harder.
Faries were so hard because they had resistances towards everything.

The complaint about the AI is the most questionable thing i've seen yet, but i've partly adressed it with the bleed thing already.
Did you see anyone complain about the Liu AI? What about most of the Urban Nightmare?
Or literally any fight before that?
Index was talked about but people were mixed about it at best. Imagine fighting Index with Urban plague level pages for the first time. You would get absolutely demolished if they behaved like any other enemy.

The AI is also something that's really hard to improve in my opinion.


The real reason difficulty is sinking is because a few weeks ago we had gems such as the unnerfed Knight of Despair, the bugged first floor realization, the unnerfed second floor realizaiton etc.
Most of these fights took me hours to complete, mostly because of RNG.
There were a lot of complaints about them so here we are with the new battles.

We also have access to Star of the city pages, something you're supposed to do with floor realization completed.
Pathetic Sep 25, 2020 @ 2:16pm 
Originally posted by snek:
Originally posted by Pathetic:

Difference between a quick same day change on one fight, and changing the passive system. I'll believe they will rebalance the passives when I see it honestly and I hope youre right.
True, though number changes will of course be much easier to carry out than major mechanic changes. I hope that they'll be taking this time to figure out ways to iron out the system some more.
I personally think that the dice and draw bonuses from EL should be unlocked upon unlocking SOTC tier, same with passive transfer, it'll make it easier to keep content difficulty in check, particularly with older content that wasn't designed around it (and its not like 50% of the days of LC weren't basically a tutorial, you were still getting bullet types well beyond day 25).

Passive Transfer could also help with not every page having 10 points available, that should be imo another thing to consider in pages, they can have certain pages have more points to give them some appeal to their use, and have certain more powerful pages have less points available. You have any thoughts yourself? I personally also hope they fix enemy AI to respond to heavy bleed, or eventually they'll have to resort to enemies either being outright immune to bleed damage or gaining buffs from bleed on them on top of that since bleed is so much stronger than burn right now especially when you can slip in a Cruelty and get a 1-cost full heal.

On the passive system, a few tweaks made to the 9/18 version (where later pages had more points and innate passives costed points as well) would go a long way:

- Healing passives become small benefit only or disappear entirely, ever since healing passives were introduced, the vast majority of the playerbase seems almost addicted to them, wondering how they ever lived without them, when in reality every fight in the game can be won without them. I feel like adding easily transfered healing to the game when attrition was such a huge part of the Yesod and Malkuth realisations (which meant you specifically added healing cards like Cruelty) was a huge mistake and PM dont value health regen nearly as much as they need to

- Every pages should have a few free points to spend. This seems more reasonable now that the strongest passives have received nerfs, but one benefit of the 10 point system is that you do come to appreciate having some passives. I would say 3 points spare.

- Later game pages like Smokers should have much stronger/Unique passives to begin with, so that blank slate situations (where people stuff the best pages onto Mi/Jin) do not happen. If every purple+ page in urban nightmare and beyond has 4-8 points spent already on interesting passives, then this becomes a non issue and variety will increase (though min maxers will always use the best).

And finally, access to more archetype pages, would really help synergise with the above suggestion of stronger/unique passives. As it is right now, the farthest a passive goes into focusing on an archetype is the index page, that should be the standard for gun pages and smoker pages.

Just my thoughts.
Pathetic Sep 25, 2020 @ 2:19pm 
Originally posted by fish444:
Originally posted by Yhune:
I expect a nuke after PM vacation, a sea of crying because passive changes maybe and most likely weedman realization.
I'm going to wait honestly, however I see your point, people might get used to how the game plays itself at this point.

I mean you can try to auto most fights and I guarantee you it won't work.
That's a hot take if i've seen one and I've seen a few already.

Originally posted by Pathetic:
I know a lot of people like the new passive system, but as it is right now, the game has become trivial in terms of difficulty, when the challenge of new receptions used to be a driving force behind the game. There are three major problems that need to be addressed to fix this, and leaving them unchanged for a month, ESPECIALLY during a sale when many new players are going to pick it up, is in my opinion, unacceptable on Project Moon's part.

...

Just want to say that the new passive and emotion system CAN work, but need a lot of editing and work on them, as well as the fights, to make sure the balance is right again. As it is right now, we have been left with very new and unpolished mechanics against fights which just cannot hold up against their power.

This is coming from someone who actually played the new build by starting a new game instead of talking straight out of their behind.
The new emotion system only start mattering starting with Urban nightmare.
What do you expect when you fight any battle before Star of the City with 5 librarians and emotion level 5?
Peak emotion system is balanced around having cleared floor realizations, and you need urban nightmare pages minimum to do so.
Coming off a new save, most battles are actually not easy. You have limited resources, most pages in the early game have weaker passives, except for Olga and gang, whose pages will carry you all the way to Star of the City.
Shy look today is a menace and I needed multiple tries to beat it.

It's all fun and good complaining from a position where you have all the pages and all content up to the lastest cleared.


The bleed hype is something I still to this day do not understand.
Crying children is the single best page at inflicting burn, which does unconditional damage and is easier to inflict.
In my opinion it's far better in general than the most optimized bleed builds.

Sayo pages are pretty bad compared to what Shi or Index have to offer. Kurokumo pages are conditional, mostly slash focused and generally have lower dice values.
Bleed is also completely wasted if you stagger the enemy.
My conclusion for this is that stacking power buffs, whether it be Grace of the Prescript or Full-Stop+anything, is still far better than inflicting bleed and hoping the enemy kills themselves.
In the time you set up your sixty bleed stacks you could have just killed the enemy, and after that they still have to attack you and the problem is they deal damage to you when they attack you.

No, the newest floor realization wasn't easy because we could stack powerful passives.
It was completely doable without using any additional passives whatsoever.
The reason it was easy is because the enemies have very low hp and normal resistances for the most part. I could 1 turn almost any phase except for the first one.

Double the hp of each phase, give enemies resistance to most types, and suddenly the battle becomes much much harder.
Faries were so hard because they had resistances towards everything.

The complaint about the AI is the most questionable thing i've seen yet, but i've partly adressed it with the bleed thing already.
Did you see anyone complain about the Liu AI? What about most of the Urban Nightmare?
Or literally any fight before that?
Index was talked about but people were mixed about it at best. Imagine fighting Index with Urban plague level pages for the first time. You would get absolutely demolished if they behaved like any other enemy.

The AI is also something that's really hard to improve in my opinion.


The real reason difficulty is sinking is because a few weeks ago we had gems such as the unnerfed Knight of Despair, the bugged first floor realization, the unnerfed second floor realizaiton etc.
Most of these fights took me hours to complete, mostly because of RNG.
There were a lot of complaints about them so here we are with the new battles.

We also have access to Star of the city pages, something you're supposed to do with floor realization completed.

Ive also played from the beginning on a new save, with my old save backed up as mentioned in the post.

I personally had many complaints about the Liu AI, but I also didnt struggle with them outside of a few failed attempts while learning their pages and abilities, I consistently beat them with no healing passives to prove it was possible and not hard at all, and found that bleed is by far the best countermeasure to them when they attack 4+ times every turn.

Also coming off a new save, the battles ARE easy.

EDIT:

Also, the reason you dont see people complaining about bleed ai in earlier fights is that before the 10 passive points change it was hard to justify building into it if you didnt know what you were doing. But the bleed passives are so cheap that its completely fine now, and there arent a shortage of slash pages to utilise it. Before this point yes, to build a silly blood stack, you were better off killing the enemy instead via stagger, but bleed is extremely viable and shows off the flaws of the AI to many more players in the state its in now. Seriously, go play the Liu fight with Sharpen blades and bleed passives.
Last edited by Pathetic; Sep 25, 2020 @ 2:25pm
rpaxa. Sep 25, 2020 @ 2:54pm 
Given how PM nerfed the suicide bomber shi, and the old str+ decks by severely nerfing musical addiction and having the game has start to outscale the musician cards (granted that last part could just be my opinion), I would be extremely surprised if bleed stays the way it is.

I imagine over the month they have taken they will cement better costs for passives like they already started doing with corpse cleaner, and maybe cap bleed at an acceptable number, or provide some other solution to the AI bleeding itself to death in two turns.
fish444 Sep 25, 2020 @ 3:32pm 
Originally posted by Pathetic:

Ive also played from the beginning on a new save, with my old save backed up as mentioned in the post.

I personally had many complaints about the Liu AI, but I also didnt struggle with them outside of a few failed attempts while learning their pages and abilities, I consistently beat them with no healing passives to prove it was possible and not hard at all, and found that bleed is by far the best countermeasure to them when they attack 4+ times every turn.

Also coming off a new save, the battles ARE easy.

EDIT:

Also, the reason you dont see people complaining about bleed ai in earlier fights is that before the 10 passive points change it was hard to justify building into it if you didnt know what you were doing. But the bleed passives are so cheap that its completely fine now, and there arent a shortage of slash pages to utilise it. Before this point yes, to build a silly blood stack, you were better off killing the enemy instead via stagger, but bleed is extremely viable and shows off the flaws of the AI to many more players in the state its in now. Seriously, go play the Liu fight with Sharpen blades and bleed passives.

I honestly think Sharpen blades and most of the dark cloud reception kit is suboptimal compared to Index or Warp or Liu. Even Olga and the Molar Office kit feels better because you get auto card draw and bonus power.

Here is a my team for Liu. https://imgur.com/a/8MXtB8E
4 Librarians with the brawl deck, 1 Librarian with Sayo bleed.
The last librarian doesn't matter, you stagger 4 enemies t1 and you get close to killing them even.
Six power on all attack dice for the first turn is extremely powerful, much more so than bleed builds for regular receptions.
I didn't even get value out of the bleed because all the enemies were staggered.

The battles off a new save are only easy if you farm pages.

You've proven your point though, if you can play the entire game with suboptimal pages, the new system must be incredibly unbalanced.
If people have no trouble with the new fights with only the Kurokumo reception pages, it's doomed.
Last edited by fish444; Sep 25, 2020 @ 3:34pm
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Date Posted: Sep 25, 2020 @ 11:24am
Posts: 141