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Just saying to avoid confusing the issue, the game is in early access and devs know balance is a priority. People need to read what EA means before buying and participating.
I like the fact that you have to use more than just your sword to beat a group. For my part, I always start off stealth killing one enemy with a bow, then as the rest come, usually a group of 3 survivors, Ill cast the crow spell that keeps one entertained, then that leaves two soldiers. Ill charge my heavy, and as the soldier closes in, he will probably die in 1 hit, and then just parry the next guy and kill him before the crow dissipates. This allows me to fight melee with 2 enemies at once, and take on a group of around 4 with melee, ranged and magic at the same time.
To me, that is good as a combat option. Your suggestion would make the game boring for me. If you can tank hits, then its a matter of simply leveling up your heavy armor and soon enough youll be indestructible, simply charging at a group of mobs and mowing them down. Id prefer the current way of doing things. Having the danger of getting killed immediately makes it more important to dodge, weave and parry. Perhaps they could reach a middle ground where the mobs dont 1 hit you but instead 2, hits? And scale it up as the game progresses so that the leveled up armor doesnt makes you invincible? That would be a good solution, but just straight out tanking hits would be boring.
The game needs rebalance, no doubt, and devs have posted that 'opinion'.
But do devs have 'opinions' wrt their own game? Not so much...
Yeah, I agree with you, this comparison was just for exaggeration. Right now Fall of Avalon's combat is not only difficult, but also unfair, which isn't the case of Dark Souls.
I understand perfectly that the game is in EA, that's why I've written this comment, not to complain, but to give my feedback to the devs.
When I beat an important named knight and got his unique heavy armor and mace at the end of act 1. I put it on to try it out and see how a build with only end and int does.
You still take some damage but its so minuscule that I could fight the hardest enemies in act 1 (the bandits and knights on the mountain) and take several hit before having to heal which was easy since I had so much int and points the end tree to elevate the draw backs that I could easily play a full "paladin". Can't attack, but can heal off any damage.
This isn't actually a good thing because I simply means that full mages suck. You need to play full mage in robes with my build cause you don't have any damage. So you either get one shot and can kill or don't get one shot and can't kill. I would need tons of levels to make up the difference.
Act 2 is just act 1 on steroids. All of the levels you got in act 1 feel meaningless cause its right back to level 1 tiers of damage vs your enemies.
Also my full mage build involves summoning a lot of skeletons and detonating them for damage. Nothing else really does as much consistent damage and the deaths of summons give back MP. Just tossing out a fire ball doesn't give back MP. Meaning you're pigeon holed into a specific optimal build since enemies are so tanky and will beat you down without a distraction and high damage. Which the summon + detonation covers for both. I can also summon soldiers, but their AIs are so broken that it isn't worth it. And I can't summon wolves because I played a female.
All that being said, the game is fun. Had a blast. Stopped at the start of act 2 when I got to town had a few "not in EA build" quests. Gonna wait till act 2 is finished to go back in.
I honestly have no clue how someone plays this game as a rogue with daggers. Seems like masochist type behavior.
There should be at least a visual cue, if you are searching for that bounty you know the name and description of the bandit bastard among the weaker bandits, and that existed early EA, i remember dying to that bandit atop the first wall a lot because i was underleveled.
Basically you're sacrificing survivability for flavor.
Wearing heavy armor with a sword and shield is simply the best option if you going by BiS numbers.
Mages can barely use magic as a viable DPS option in cloth, so losing that in heavy doesn't matter since it wasn't viable. Dex boys in leather do the same damage with a bow in light as heavy. It's the stamina cost that changes. If you can't kill anyway, then being able to survive the return fire out ways the other option.
Basically the EA combat isn't balanced and people have started to notice.
Logically speaking, people want to be able to do enough damage as a full mage to win the fights without dying, chugging potions and leaving the majority of enemies alive while being out of MP.
Same applies for rangers in leather, Don't want to be dying, out of arrows or leaving targets alive while hitting your shots.
Barbarians with twohanded and medium, don't want to be oneshot, be killing quickly with their melee and not be rotating out of combat do to low stamina.
Heavy armor knights shouldn't be taking much damage, should be chugging minimal potions and be rotating out of combat for stamina. They do this.
Only the heavy armor is working as intended currently. The rest of the options don't do enough damage to make their load outs viable.
The starting tools for various playstyles needs to be looked at because as it stands most people are going to try out what they get and realize that the memetic stealth archer build is head and shoulders above the other two options.
Granted this may change later on but so far with what I have found and tried I cannot see transitioning into melee or mage without significant buffs being available before I started sinking levels into supporting stealth archery.
if there's truly a major update in a couple days, hopefully it is massively improved. if not, 1.0 is looking pretty hopeless.