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Een vertaalprobleem melden
This post might help you use that power more effectively for now.
But hey, I'm not gonna pretend like Eternal Strands doesn't have some issues. The ice wall controls have been mentioned by other users before and I won't pretend they're not a bit finicky.
But consider this: Other games may have more convenient tie-down mechanics. But ice wall isn't exclusively used to tie down opponents. That's certainly one use (and it works if you follow the guidelines in that post I linked), but you can also create barriers/cover, you can create outcrops to facilitate platforming, you can cool down fires, you can make armour brittle, you can shoot it in your enemy's face so they can't use breath attacks. So if, for example, the system worked by aiming at a point on the enemy and pressing the button, and then aiming at a point on the ground and pressing the button to make an entire "strand" of ice appear immediately to tie down opponents, many of these other uses would be hampered by that because it would make creating the ice slower. Imagine you're falling to your death and you need to create an outcrop on a wall to catch yourself (been in that situation a number of times). In that case, it's way easier and way more conventient for the spell to work as a spray. The same goes for spraying it in a Drake's face to prevent them from using their breath attack.
Perhaps there's some really obvious way the ice wall spell should control to facilitate ALL of these uses, which I'm missing right now. But I, for one, would prefer having to control the tie down effect manually instead of having the system be simplified to an extent where it makes tying down enemies easier, but makes every other use of the spell harder to control or slower.
BTW: The devs are pretty active in these forums and they've responded to a number of criticisms saying they'll look into adjusting their systems (like the limited inventory). So if you can think of a way the ice wall spell should control to help with tying down enemies without negatively impacting all its other uses, be sure to mention it here so they can consider implementing it.
Honestly the spray could be interesting if it wasn't so bad at working as intended. The spell literally works against itself in almost all instances. Even the slightest bit off on whatever axis and it starts building in a totally asinine direction that has nothing to do with where your reticle is pointing. Because each "block" has to exert its math on every other block in the vicinity. I don't disagree that the ideas could be interesting, but the spell needs modes of a sort. Instead of putting all those eggs in the Ice Wall (which is a terrible name for a spell intended to do so much that has nothing to do with a wall) they could have leaned into the idea that the Weavers are meant to be creative with their powers and unlock subskills derived from core skills. Player does XYZ and Ice Chain gets unlocked. Work the experimentation into the mechanic and the story. That they didnt do so is why the design is bad.
I also appreciate you explaining how you think the system could be improved, but I need to disagree strongly with this (if only to show the devs that there are different opinions here):
First of all, there are already people complaining about having to juggle a weapons wheel, a potions wheel and a spell wheel. Now imagine the sheer amount of whining that an additional 'modes' wheel would create.
Secondly, Eternal Strands uses systemic design to create exactly the sense of creativity you describe: You get a spell that creates ice blocks as a spray - and now it's up to you to figure out what to do with it, based on the material properties of the ice and the way in which the spell creates that ice. Do you have any idea how satisfying it felt when I realised you could use ice wall to force flying enemies to land by freezing their wing(s) against their bodies? That's certainly what I would consider using in-game systems creatively - and thus good systemic design. Now imagine the game instead went "congratulations, you've used the ice spell to freeze 20 enemies in place, so you now get to switch to wing-freezing mode". That's the exact opposite of creativity, because all you're doing is unlocking pre-determined sub skills.
Now, we could probably agree that it might be useful to be able to switch from, say, an ice spray effect to an ice linking effect - not unlocking specific in-game uses but rather only changing the shape in which the ice is created. But, again, that would require you to juggle all of these different modes in addition to switching spells in the middle of a fight, which would make the entire thing more of a hassle than just learning how to use the ice spray effectively.
- if you aim for something where there's no ice, the Ice reticle will not collide with ice, helping to create a path or to accumulate ice under the reticle.
- if you aim for some existing ice, the reticle will collide with ice and work to connect ice to other ice chunks, or environment.
So a good way to create ice bridge is to first create a ice sole (bigger the sole is, stronger will be the anchor), then release the ice, then aim at the sole to then create a bridge...
When it comes to the other things you mentioned, I'd just like to point out that "more" isn't always better. As far as I'm concerned, a lot of what I'm reading here just boils down to having more things to unlock and more collectibles to find in order to unlock more things. Given that you already have to grind quite a bit if you want to maximise your equipment, I don't think I'd enjoy that very much. Especially not if all of it is just upgrading your base camp, when it's the creative use of gameplay systems during excursions which I think is really where the game shines and what it should focus on.
I've also not played the Atelier games, so I don't know where your pain theshold lies for grinding, but to me, there's quite enough grinding in Eternal Strands - IF, as I said, you want to fully maximise your equipment (it's not really that grindy if you're fine with using mostly 4 star materials).
To put some numbers on that, my current level 4 equipment loadout cost me the following 5 star materials:
51x Sovereign Etrium
67x Drake Scales
22x Cinder Infused Linen
4x Iron Leather
5x Iceclaw Full Grain
39x Glasstail Fur
4x Stennic
If we assume (tempered) bosses drop 5x of these materials on average, that means I've so far defeated at least:
10 Arks of the Stricken Earth
13 Ashpeak Drakes
5 Arks of the Living Flame
1 Rehnland Sledgewyrm
1 Highland Iceclaw
8 Brennig Glasstails
1 Ark of the Winter Tide
That's assuming I haven't gotten any Stennic from tempering the ore that's lying around, to be sure, but it's also assuming I knew about tempering bosses from the start (which I definitely didn't), so I think it evens out.
Keep in mind this is with all my equipment only at level 4, and I also have three slots which are currently filled with 51x 4 star leathers, which I'll want to exchange for 5 star leathers at some point. And whenever I've wanted to use different weapons and armour, I just dismantle my old stuff, so the numbers above really are total numbers just for the equipment set I'm currently using. And to me, that's grindy enough, IF you want to go all 5 star materials (which I think you probably won't need on normal difficulty).