Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
-Uhm no it aint? UV slows the demon down and will eventually knock him back for a couple of seconds giving you enough time to run
-Getting inside a hiding spot doesn't mean it's 100% safe (it even says it for christ's sake). I have never been found.
-Thats how horror games work buddy, if aint into them then just don't such games
-"You get punished for trying to defend yourself" uhm no, you get punished for being stupid, the game literally tells you that UV won't affect Azazel while his puppet's eyes are red.
What I get from this post, is that you are the type of guy who complain about Dark Souls not having easy mode.
We get it, this game is too hard for you, move on to the next one, you didn't have to make a whole thread about it.
-Since there's perks now that let's you speed up, it's still useful to UV the demon a bit and continue to run. But the game is supposed to get harder as you burn more items anyways...
-Usually though, if you hide in a spot and they walk past that place once, you should move to a different spot or else the demon will find you after walking past the hiding place a couple of times. And from my gameplays, the demon sometimes randomly got angered or calmed down even without the players doing anything. They don't necessarily have to kill players to calm down even though that's usually the case. Dying and getting revived is part of the fun of this game anyways
-True, it would be better if the mobs had health bars instead of making us spend a certain amount of time to kill them. Still, that doesn't make UV a complete useless panic button.
I'm not sure if you've tried nightmare mode, but the UV there isn't really used to kill all the mobs. Using it just a slight bit on the minions slow them down enough for you to run past, and if you make a mistake and drop the ritual item then you get punished by having it taken away. But it's supposed to be hard anyways, and on default settings there should be 2 batteries in the map even in nightmare mode, so you can technically still beat the game when that happens.
-The red eye mechanic is purposefully there to prevent continuous staggers. Just how difficult do you think the game will be when 4 people take turns charging their UV and continuously stun-locking the demon?
Imo, the game seems pretty balanced rn, even the new 4th map. With a couple of tries and different strategies, we could beat nightmare mode on every map. The difficulty settings and the additional options let both inexperienced and experienced players enjoy the game even after repeating the same map.
You didn't address any of my points, you just rambled about things I already knew about, and finally, Dark Souls is actually my favorite series and I own all games, and horror games are my favorite type of games.
Devour gameplay is frustrating, not in a hard way but simply in a tiresome and overly repetitive way and I can't convince any of my friends to even try the game, they look up the game, watch a video and instantly get put off from the gameplay alone.
If you think permanently holding shift to win and spending 10m setting up at 1 item and another 5m once you unlock the rest of the items is "horror gameplay", I hope to God you never get put in charge of a horror game design.
Lastly, playing with 4 people bring up the very same issue I pointed out in my post, which you clearly didn't read, in which it's actually easier to throw yourself at the demon and be revived than to flash him twice at higher speeds, since more often than not you will just get caught right after. Again, if you think 2 people throwing themselves at the demon while the other 2 burn the ritual items is "engaging gameplay", I don't really have any more words for you.
Since your reading comprehension is as functional as your ability to discuss something without attacking the person, lemme put it in a way your 2 working neurons will understand; The game doesn't need to be easier, nor should it be at higher difficulties. The game needs an overhaul of its gameplay loop and how the UV itself works.
Yes, totally building and balancing A COOP game around..COOP is bad design. This must be the smartest comment in the universe.
It's not that I didn't address any of your complaints, it's that you would never understand no matter how many times I would.
And yes, even co op games can be dynamically balanced for single player and non full party experiences. Devs have been doing it since co op gaming became a thing.
But please, by all means, enlighten me in what exactly changes from 10 hours to 1000 hours in this game, if the gameplay loop is EXACTLY THE SAME from the first to the 1000th time you play it.
So far I've only seen ONE safe place where the demon never got any of the players I've played with: the bathtub in the third map(spider boss) first floor. I'm not sure if it's intentional, but they recently fixed the bug where you could hide spider eggs in there, but still didn't prevent the players from getting inside to hide.