Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Focus on upgrading your gear and making sure you don't go too heavy in weight class. You can also go back to Mariners keep and the shallows to level up, farms mats and gear.
The difficulty spike you are seeing is a very intentional design. It goes by 10 levels or so and you have that tier to work through to learn the combat and your chosen gear and setup. It's a pretty cool system in my opinion. Too many games throw gear at you with 0.1% stat increases so you are constantly swapping gear. Here you get time to use it and upgrade it.
Eventually you get to the upper end of your current world tier and can easily destroy enemies.
Think about putting 4-5 points to increase your capacity so that you can swith to a few piecces of mesh armor. This way you will take less damage.
It does a lot of damage and you are invincible during the animation.
It can be tricky because most of the time the prompt ( little skull icon) does not show up.
Bad side: does not work on bosses and creatures (sirens, wolves, etc...)
if you gathered enough materials. join your original realm again, upgrade your gear as far as possible. upgrade smithy and general goods vendor.
around level 10-12 continue main quest. go sewers. try to complete main quest chain there.
Also, stay away from getting too heavy. Fat rolling can be death for the novice. If you made mistakes and put points into stats you can't/or will not be using than it's best to reroll the char. Finally, like someone has said, the best tactic is to master not getting hit. Good luck!
PD: the difficulty is correct.
Go for weapons that have good running attacks, like sword and staff, at least i played with those in my 2 chars, they are awesome, axe and two hander i didnt like, gotta test daggers and spear, bow too.
Running attacks are a good way to kills those big brutes when they give you a opening.
One hopes they are not interested in a gatekeeper community-only as players. We'll see.
or ruin your weapon forever by adding a -50% reduction to heals or negative XP on hit. Do not Enchant unless you have a bunch of the same weapons to try. Then enchant them all and keep a good one. That is the one to upgrade further.
Enchanting, like many of the game mechanics in this game are not implemented in a fun way. Pure RNG, nothing to learn.
This isn't "souls like" and now that the difficulty is being reduced every couple of patches it does not get better.
1. see 2
2. dont still use the first sword, use another weapon. put on some armor and rings or gather upgrade mats WTF, u dont know how to do that?
3. see 2 use dodge........
4. see 3
5. already been lowered a lot, u didnt get enough huh?!
P.S. What a cry....
In this game, death is a bit of a double-whammy: you don't get back your healing items, and you lose durability on your equipped items, which costs gold to repair. These two things have the unfortunate effect of disproportionately punishing players who are struggling, while not being that big a deal for players who aren't.
This is offset a bit by the fact that enemies don't respawn, but if you're dealing with a particularly difficult fight, like a boss or a group of enemies, then the feedback loop kicks in and your repeated deaths get increasingly more punishing.
In addition to the tangible effect on difficulty this has, there are two other issues that crop up.
First, there's the psychological effect. When you perceive that you're losing progress with each death, you're much more likely to get tilted, play worse, rage quit the game and never play it again.
Second, the solution to both of these reinforcement loops is to grind. Grind currency, grind healing items, go back in stronger. And, while this does technically mitigate those loops, it's not exactly a fun way to play the game for most people. If what you're enjoying in the game is exploring new areas, getting new story beats, and so forth... well, grinding is basically the opposite of that.
I think the people who argue that the game is too hard have a valid point, and the people who don't agree also have a valid point of view. For them it *isn't* too hard. But people have different levels of ability, patience, and free time, and it's important to acknowledge that. If the game isn't being designed with the people who are struggling in mind, that's okay, but make that very, very clear *before* people buy the game. And, if you've got reinforcement loops that punish players who are struggling... well, your game probably isn't as approachable as it should be if you want it to be commercially successful.