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Like, for SotC, Xiao far outclass all the other fights. While they should not be as difficult as Xiao, they should feel as well designed with an actual puzzle to deal with throughout the fight.
Purple Tear for example doesn't even disable the initial floor after she teleport away. If she's a "multi-floor lock" type of boss fight, it will be more difficult in term of deck building which really prepare you for the ensemble since purple tear alone isn't that special when your team is crapping on her with fully decked out pages. Red mist ends up being the more challenging fight than her considering the pages you have at that time.
Rabbit corp is just a long fight where you have to purposefully drag it out to farm the card, preferably with Hokma so you don't have to do this too often. The hardest one end up being the first fight against the incomplete reindeer team because that's when you fight all of them without their combat pages and the constant single-die stagger beam become way more annoying. Considering how all 3 run away to return in the final act for a full fight, it's a lot more interesting if they all start at emotional level 3 instead for the final full team showdown.
And Yan need his phase fixed because atm you can burst him down from 300+ to 0 and skip the final split phase entirely.
Ensemble needs to be rebalanced and its cheese fixed. Philip was the only one really memorable for me because it was the only one that make me choose to sacrifice good pages like Xiao just to hard counter it. After the first level though, it's clear the remaining 6 floors aren't really balanced around your team having full pages again yet and Blokma soloing Pluto, while hilarious to watch, was rather sad because fighting him with both phase is actually really fun when you have to manage the barrier and calculate how much damage you are doing. It's the one floor I actually get to use PT-Blunt to break the barrier with the stagger damage bonus.
Well you do have to consider that Ruina isn't difficult just for the sake of being difficult, it's part of the game narrative. The patron mention it themselves that when you're fighting, you should forget about the ability to respawn and so on but must fight every fight as if it's a fight to the death.
This is further added by how they also tell stories through battles and mechanic. If the cheese prevent that from happening, it pretty much has to be removed. White Night could be burned to death before but if you do that, you miss the part where the fight is pretty much Angela dealing with a major struggle. being forced to abandon her allies until she was hopelessly alone, only winning after recalling what Carmen say that she can finally place faith in again and defeat her inner conflict through skull jesus instakill.
Same can be said to Pluto getting blocked to death. The whole battle is designed around the idea of how binding a contract is and by looking up how to cheese it, you pretty much miss a huge portion of the experience you can only obtain from tackling it first hand and winning for the first time the way it's choreographed.
Overcoming a difficult battle is also in a way, its own reward and that's what I love about Asian games in general, they aren't scared to give players game over screen, which is something that is currently plaguing the western scene where they view game over as a failure in design. Library of Ruina really embrace video game as an art form and Project moon is not afraid to stick to a certain direction, making small compromises at best as long as they can stick with the same direction, like how Page Lock is still a thing so you can really feel like multiple floors are battling at the same time.
Does PM want to sell as many copies as possible? Certainly but do you think LoR game will be just as good if they decide to appeal to the lowest common denominator possible? If they want to make the game easier, they can work on that through general reception pages instead, like how grabbing the Bamboo one gives you a very easy time with slash deck getting a major boost.
You know how they say, a fight is won before it is fought and in this case, not knowing about the cheese is all about trying until you are properly prepared to guarantee a win which is one of the best part any tactic game where you keep optimizing how you play when there's no option to save scum.
If they game want to be more accessible, they can reduce the grind even more (Which, tbf, is already really low for a korean game). Fights can easily be made harder and to compensate without taking away from the experience, all they need to do is increase the amount of card received from burning books by like 2 so overall, you get 4-6 more cards per boss fights to balance out the extra length.